Year 12 English students will spend the next semester analysing stories about border guards, an Inuit caught in a blizzard and a father raising a son with terminal cancer.
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While this may seem out of the ordinary, the stories on this syllabus have one significant difference: all are told through computer games.
Two Gungahlin College teachers and avid gamers have brought their hobby into the classroom, developing a unit dedicated entirely to studying and analysing computer games.
Games have often appeared alongside more traditional study texts such as novels, poems and films in other English units, but this is believed to be one of the first in the country that will incorporate only the computer game medium for an entire semester.
Teachers Lisa Batum and Mark Clutton took inspiration from the national curriculum's call for educators to use "multimodal texts" alongside the classics.
The pair have previously used graphic novels and websites in their classes.
"We're gamers, we love playing games and games have evolved a lot over the last 20 years, so we wanted to see that reflected in the curriculum," Mr Clutton said.
The unit has been developed to run alongside part of the English curriculum called "Perspectives", which explores how texts can present certain points of view.
The teachers worked with developers to choose the titles in their unit, such as That Dragon, Cancer, in which the player takes on the role of parents raising a boy with terminal cancer.
Ms Batum said the titles were chosen based on their ability to show a perspective students may not have considered before, such as the Inuit protagonist who follows traditional indigenous tales in Never Alone.
Moral choices based on a character's perspective need to be made and understood by players in games like the border control-based title Papers, Please.
"Instead of reading where you observe a character making a decision and trying to understand it, in games they have to make that decision on behalf of the character," Ms Batum said.
Studying games as art forms have been a part of academic circles since the early 2000s.
Because of public perceptions about computer games and the need to avoid "time-wasting", students will not learn from the perspective of a serial felon in Grand Theft Auto or alien-blasting super soldier in Halo.
"We have to make that clear to the parents about what these texts actually are," Ms Batum said.
"A lot of people who are non-gamers don't understand a lot of these indie games are out there that aren't shooters."