ISBN:
9789462096684
Language:
English
Pages:
Online-Ressource (XXIV, 210 p, online resource)
Series Statement:
Gaming Ecologies and Pedagogies Series
Series Statement:
Educational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001
Series Statement:
SpringerLink
Series Statement:
Bücher
Parallel Title:
Erscheint auch als Bridging Literacies with Videogames
Keywords:
Educational games Study and teaching
;
Video games Study and teaching
;
Education
;
Education
Abstract:
Preliminary Material /Hannah R. Gerber and Sandra Schamroth Abrams -- Bridging Literacies /Sandra Schamroth Abrams and Hannah R. Gerber -- Exploring Imaginary Maps /Trent Hergenrader -- Students’ Transmedia Storytelling /Ryan M. Rish -- Reader, Writer, Gamer /Jen Scott Curwood -- Teaching with Club Penguin /Anne Burke -- Massively Multiplayer Online Gaming and English Language Learning /Jason Yj Lee and Charlotte Pass -- Language Games /Javier Corredor and Matthew Gaydos -- The Transformative Power of Gaming Literacy /Zhuo Li , Chu-Chuan Chiu and Maria R. Coady -- Reviewing the Content of Videogame Lesson Plans Available to Teachers /Mary Rice -- Collaborative Videogame and Curriculum Design for Language and Literacy Learning /Lan Ngo , Nora A. Peterman and Susan Goldstein -- Writing in Virtual Worlds: Scratch Programming as Multimodal Composing Practice in the Language Arts Classroom /Julie Warner -- Index /Hannah R. Gerber and Sandra Schamroth Abrams.
Abstract:
Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame
Description / Table of Contents:
TABLE OF CONTENTS; FOREWORD; PREFACE; REFERENCES; ACKNOWLEDGEMENTS; ABOUT THE CONTRIBUTORS; EDITORS; CONTRIBUTORS; CHAPTER ABSTRACTS; SECTION ONE: (RE)CREATING WORLDS AND TEXTS; SECTION TWO-MASSIVE MULTIPLAYER SECOND LANGUAGE LEARNING; SECTION THREE-VIDEOGAMES AND CLASSROOM LEARNING; BRIDGING LITERACIES:An Introduction; ACROSS THE CHAPTERS; A NOTE ABOUT THIS EDITED VOLUME; REFERENCES; SECTION ONE:(RE)CREATING WORLDS AND TEXTS; 1. EXPLORING IMAGINARY MAPS:Collaborative World Building in Creative Writing Classes; BEFORE YOUR FIRST STEPS: PARATEXTS AND CHARACTERCREATION IN DRPGS
Description / Table of Contents:
EXPLORING THE MAPMETANARRATIVE DEVELOPMENT; CREATION OF ITEMS, LOCATIONS, AND CHARACTERS; MAP MAKING; WORLD EXPLORATION; WRITING SHORT NARRATIVES; IMPLEMENTATION; ASSESSMENT; CONCLUSION; REFERENCES; APPENDIX.; 2. STUDENTS' TRANSMEDIA STORYTELLING:Building Fantasy Fiction Storyworlds in Videogame Design; EVOLUTION OF THE BUILDING WORLDS PROJECT; NEW MEDIA STUDIES; SHIFTS IN SOCIAL PRACTICES AND PARTICIPATION; WORLD BUILDING; ADAPTATION AND EXTENSION; ROGER'S VIDEOGAME DEMO; TRANSMEDIA STORYTELLING; POLYMORPHIC FICTION; CONTINUITY WITHIN AND ACROSS ARTICULATIONS; MYTHOS, TOPOS, AND ETHOS
Description / Table of Contents:
NEGOTIATING CONTINUITY CONFLICTSEMPTY NOUNS AND INTRACOMPOSITIONAL TRANSMEDIA; PARTICIPATORY ENGAGEMENT IN NEW MEDIA; REMIXING CLASSROOM PROJECTS WITH NEW MEDIA STUDIES; NOTES; REFERENCES; 3. READER, WRITER, GAMER:Online Role-Playing Games as Literary Response; INTRODUCTION; MULTILITERACIES AND ONLINE AFFINITY SPACES; METHODS; Research Context; Data Collection and Analysis; Focal Participant; TRACING MULTILITERACIES IN ONLINE ROLE-PLAYING GAMES; Role-Playing Game Rules as Available Designs; Role-Playing as Designing; Georgia's Character Development Story; Sharing the Redesigned Through Tumblr
Description / Table of Contents:
REFERENCES4. TEACHING WITH CLUB PENGUIN:Re-creating Children's School Literacy through Paratexts in the Classroom; INTRODUCTION; GAMING & EDUCATION; THE DISNEY ORGANIZATION; PARATEXTS IN THE CLASSROOM; IDENTITY; GAMING IN TRADITIONAL SCHOOL; MULTIMODALITY; RESEARCH CONTEXT; DATA COLLECTION AND ANALYSIS; USING PARATEXTS IN THE CLASSROOM; MEGAN; Megan's Paratext; KENDRA; Kendra's Paratext; HANNAH; Hannah's Paratext; IMPLICATIONS FOR LEARNING; CONCLUSION; ACKNOWLEDGMENTS; REFERENCES; SECTION TWO: MASSIVE MULTIPLAYER SECONDLANGUAGE LEARNING
Description / Table of Contents:
5. MASSIVELY MULTIPLAYER ONLINE GAMING ANDENGLISH LANGUAGE LEARNINGBRIEF HISTORY OF ENGLISH LANGUAGE LEARNING: WHO IS THE ENGLISHLANGUAGE LEARNER?; RESEARCH AND BENEFITS OF MASSIVELY MULTIPLAYER ONLINE GAMING INRELATION TO ENGLISH LANGUAGE LEARNING; Massively Multiplayer Online Games as a Tool for English Language Acquisition; The Linguistic Approach; The Affective Approach; The Sociocultural Approach; Community; SUGGESTIONS FOR PRACTICING FOUR LANGUAGE SKILLSTHROUGH INTEGRATION; Reading; Listening; Speaking/Presenting; Writing; DISCUSSION; REFERENCES
Description / Table of Contents:
6. LANGUAGE GAMES:How Gaming Communities Shape Second-Language Literacy
Note:
Description based upon print version of record
DOI:
10.1007/978-94-6209-668-4
URL:
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URL:
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