Catherine Beavis - 2004
Girls and Games: Quality learning, literacy, gender and digital culture online
This project is a qualitative study of the gendered dimensions of teenager's engagement with digital culture online, and of the implications of these apparent differences when translated into classroom practice in English/literacy curriculum organised around ICTs. The identification of such differences, and a consideration of how they might be utilised in the production of curriculum for both boys and girls that seeks to engage productively with ICT-based texts and literacies, is significant for schools and systems seeking to imagine and anticipate how literacy communications and curriculum might effectively be reconfigured in the networked society. The research will contribute to the growing body of interest in new literacies, communication and curriculum, and in digital culture, youth culture and identity.