Chris is a Lecturer in Education, based in the Department of Education, Childhood and Inclusion. He teaches primarily on the Education Studies degree, on a range of undergraduate modules. He draws on a background in Primary Teaching and Educational Research.
Chris' research converges around a focus on people’s experience of place and space. This includes exploration of play, literacies, community and culture; physical, virtual and hybrid space; lived and affective experience.
He is also interested in multimodal literacies and meaning making practices and has employed various visual and aural modes in his own academic work. This is exemplified by recent work that uses comic strips, illustration and a focus on soundscapes as a means of exploring theory and representing the complexity of the social world.
Language and Learning
Embodying Education: Experiencing Space
PhD Thesis: 'Exploring the lived experience of an after school Minecraft Club'
This work provides an ethnographic study of a group of children creating a ‘virtual community’ using the video game Minecraft, during an after-school club. It illuminates the emergent dimension of play that occurs through collaborative engagement, in and around a virtual world.
Perrotta, C., Bailey, C. Rider, J. (2017). Critical analysis report of H2020 documentation. Gaming Horizons Deliverable D2.2, retrieved from https://www.gaminghorizons.eu/deliverables/
Persico, D., Bailey, C., Buijtenweg, T., Dagnino, F., Earp, J., Haggis, M., Manganello, F., Passarelli, M., Perrotta, C., Pozzi, F. (2017). Systematic Review and Methodological Framework. Gaming Horizons Deliverable D2.1, retrieved from https://www.gaminghorizons.eu/deliverables/
Perrotta, C., Persico, D., Haggis, M., Passarelli, M., Earp, J., Dagnino, F., Pozzi, F., Manganello, F., Buijtenweg, T., and Bailey, C. (2018). Final Research Report. Gaming Horizons Deliverable 1.8, retrieved from https://www.gaminghorizons.eu/deliverables/
Burnett, C., Daniels, K., and Bailey C. (2014) The Contribution of Early Years Bookgifting Programmes to Literacy Attainment: A Literature Review [online] http://booktrustadmin.artlogic.net/usr/ resources/1124/final-bookgifting-lit-review.pdf
Bailey, C. (2020). Visualising Lived Experience: Mapping the soundscape of an after-school Minecraft Club. Visual Communication. http://doi.org/10.1177/1470357220904384
Passarelli, M., Earp, J., Maria Dagnino, F., Manganello, F., Persico, D., Pozzi, F., ... Perrotta, C. (2020). The Distant Horizon: investigating the relationship between social sciences academic research and game development. Entertainment Computing, 100339. http://doi.org/10.1016/j.entcom.2020.100339
Perrotta, C., Bailey, C.J., Ryder, J., Haggis-Burridge, M., & Persico, D. (2019). Games as (not) culture: a critical policy analysis of the economic agenda of Horizon 2020. Games and Culture. http://doi.org/10.1177/1555412019853899
Perrotta, C., Bailey, C.J., & Garside, C. (2017). Culture, technology and local networks: towards a sociology of ‘making’ in education. Cambridge journal of education, 48 (5), 553-569. http://doi.org/10.1080/0305764X.2017.1375459
Bailey, C.J. (2016). Free the sheep: Improvised song and performance in and around a minecraft community. Literacy, 50 (2), 62-71. http://doi.org/10.1111/lit.12076
Burnett, C., Merchant, G., Daniels, K., Taylor, R., Bailey, C., & Monkhouse, J. (2013). Zombe Apocalypse: Children's problem-solving in a virtual world. English 4-11, (48), 7-10.
Passarelli, M., Dagnino, F.M., Earp, J., Manganello, F., Persico, D., Pozzi, F., ... Haggis, M. (2019). Educational games as a motivational tool: Considerations on their potential and limitations. In Lane, H., Zvacek, S., & Uhomoibhi, J. (Eds.) CSEDU 2019 - Proceedings of the 11th international conference on computer supported education, (pp. 330-337). Scitepress: http://doi.org/10.5220/0007586503300337
Passarelli, M., Earp, J., Dagnino, F.M., Manganello, F., Persico, D., Pozzi, F., ... Perrotta, C. (2018). Library not found: The disconnect between gaming research and development. CSEDU 2018 - Proceedings of the 10th International Conference on Computer Supported Education, 2 (2), 134-141. http://doi.org/10.5220/0006773601340141
Bailey, C.J., Burnett, C., & Merchant, G. (2017). Assembling literacies in virtual play. In Mills, K., Stornaiuolio, A., Smith, A., & Zacher Pandya, J. (Eds.) Handbook of Writing, Literacies and Education in Digital Cultures. London: Routledge
Burnett, C., & Bailey, C.J. (2014). Conceptualizing collaborations in hybrid sites : playing Minecraft together and apart in a primary classroom. In Burnett, C., Davies, J., Merchant, G., & Rowsell, J. (Eds.) New literacies around the Globe : policy and pedagogy. (pp. 50-71). New York: Routledge
Burnett, C., Davies, J., Merchant, G., & Rowsell, J. (Eds.). (2014). New literacies around the Globe : policy and pedagogy. New York: Routledge.
Burnett, C., Daniels, K., & Bailey, C. (2014). The Impact of Early Years Bookgifting Programmes on Literacy Attainment: A Literature Review.
Theses / Dissertations
Bailey, C.J. (2017). Investigating the lived experience of an after-school Minecraft club. (Doctoral thesis). Supervised by Burnett, C., & Merchant, G.