Video Game Playing and Literacy: A Survey of Young People Aged 11 to 16. A National Literacy Trust Research Report

Item request has been placed! ×
Item request cannot be made. ×
loading   Processing Request
  • Additional Information
    • Availability:
      National Literacy Trust. Swire House, 59 Buckingham Gate, London, SW1E 6AJ, UK. Tel: +44-2078-282435; Fax: +44-2079-319986; e-mail: [email protected]; Web site: http://www.literacytrust.org.uk
    • Peer Reviewed:
      N
    • Source:
      31
    • Subject Terms:
    • Subject Terms:
    • Abstract:
      Video games are a significant cultural and creative force, often involving a number of art forms, including narrative, design and audio composition. They have been the subject of a large-scale exhibition at the Victoria and Albert museums in London and Dundee, while the British Games Institute (BGI) was set up to support video game culture in 2019. The National Literacy Trust recognises the importance of technology as a tool for teaching literacy skills, and the way that technology can be used to support and enrich the literacy lives of children and young people is an integral part of our research and programme work. While a considerable number of international studies and reviews have explored game-based learning, fewer have focused specifically on video games and children's literacy. The following report outlines findings from a short survey of young people conducted in late 2019. The survey received 4,626 responses from young people aged 11 to 16 across the UK. This was intended to serve as a preliminary investigation of young people's literacy-related interactions both within, and in relation to, video games. Further qualitative work is planned to complement these early findings, to contribute to the evidence base investigating the potential for video games to engage children and young people with literacy.
    • Abstract:
      ERIC
    • Publication Date:
      2020
    • Accession Number:
      ED607911