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This article features data from a larger, ongoing eight-year study involving game-informed learning in public high school math classes in the Northeastern United States. More specifically, the focus on cooperative competition and assessment reveals how specific principles of gaming, namely discovery, reflexivity, contextual understanding, and sharing, can support the development of students' literacies and numeracies. Furthermore, this article addresses how game-informed teaching and learning can be applied to L1 classroom.
A fairly large body of research has documented how digital games can be used in L1 education. However, there is still a lack of detailed studies on how literacy teachers go about teaching with games as multimodal texts in the classroom. Revisiting earlier empirical work on the use of the sandbox game Minecraft in primary school, the aim of this paper is to explore how a specific game challenge is enacted in practice as seen from a dialogic perspective. Drawing on theories on games and literacies, dialogic education, and teachers as professional practitioners, the paper presents the Game as Educational Challenge (GEC) model in order to understand how L1 teachers frame specific game challenges and facilitate dialogue with the students in relation to their game experiences. The model is used to reanalyse empirical examples of how teachers from three primary schools adopted a teaching unit with Minecraft through different pedagogical approaches. The findings show not only how the teachers' framing of the game challenges reflected their familiarity with the game, but also how they taught and related the game challenges to curricular aims in different ways. Moreover, it is found that the teachers negotiated authorial positions quite differently when facilitating classroom discussions with students about their game experiences.
The ability to understand language-in-use is essential to language and literacy learning. This article focuses on players' acquisition of specialist language and Discourses (Gee, 2014) among players of the mobile augmented reality game Pokémon GO. Specifically, I explore player-written guides by self-identified researchers of the game. These researchers enact scientific Discourses to explain gameplay elements. Using parent interviews and excerpts from the player-written guides, I analyze these game guides' highly specialized and complex language as forms of situated language in-use. I conclude with a discussion of implications based on these findings for L1 in educational settings.
The primary purpose of this ethnographic research is to explore what literacy practices unfold through and beyond gaming, how metagaming is conceptualized and how metagaming shapes the players' view and relation to their literacy practices with a particular focus on the first-person shooter Counter-Strike: Global Offensive (CS:GO). Data from this study were drawn from ethnographic research of four young males within and around CS:GO in the context of Cyprus. Findings indicate that players go through a cycle of layering literacies in order to evolve their metagaming. Metagaming is about creating fluid forms of optimal or unexpected tactics and strategies during game play that go beyond the rules of the game to counter the opponent(s) by using pre-existing, current, and new knowledge from past game plays, as well knowledge and information from online and offline literacy practices. These layered literacies are multidirectional, interest-based and are part of learning related to high-level making decisions. The results contribute to the body of literature suggesting ways videogames and more specifically metagaming, could support literacy in L1 classrooms.
There is a productive discussion concerning the use of videogames in (literacy) education, focusing on their unique pedagogic potentials and on their interconnection with contemporary developments in textual and semiotic issues. Our main aim is to extend this discussion towards a more critical post-videogaming perspective, in the sense that videogames have to be considered as part and parcel of the contemporary, complex socio-cultural and historical context. Therefore, we focus on highlighting indicative aspects of this complexity, and we adopt concepts from the field of critical sociolinguistics, such as scales, strategies, and orders of literacy. We analyze a combination of quantitative (1.185 questionnaires) and qualitative data (6 ethnographic case studies) originating from children 11-15 years old. Our analysis reveals that, although videogaming tends to be a common youth practice, the other important differences/inequalities permeating parenting strategies, school practices, and children's literate identities remain unchanged, posing serious questions in terms of the promising educational use of videogames. We propose a historically sensitive perspective in order to connect videogames with schooling and especially L1 teaching.
In this comparative systematic review, we analyse how the use of digital games inside and outside school settings might support primary and secondary students' literacy and language learning in relation to first language (L1) and second language (L2) educational contexts. Our findings indicate widely different patterns from utilising diverse game aspects, theories, and research methodologies in relation to the two different subject areas, which show that they are less convergent than what often is suggested in research that compares the two subjects in a globalised world. The L1 studies indicate positive findings with mainly commercial games in relation to writing, multimodal production, critical literacy, and, partly, to reading. The L2 studies report positive findings with educational games in relation to the investigated language skills (vocabulary, reading, and writing), though with an increasing number of studies conducted in out-of-school settings examining commercial gaming practices. We discuss the findings from the two K-12 subjects using a cross-disciplinary perspective, and we suggest directions for future research.
This paper reviews research into the use of digital games in the L1 English classroom. It deals specifically with qualitative case study research investigating the potentialities of these new social, cultural and textual forms. The aim is to provide a critical review of the research to identify how teachers have been using these new forms of meaning making and to explore the literate practices associated with the study of digital games in the English classroom, as well as the games selected and the forms of classroom play utilised. Analysis of the 16 studies which met the inclusion criteria reveals that digital game literacies present opportunities for meeting the historical imperatives of English teaching, but also for providing new ways of thinking about how we support students to know themselves and the world. Connecting with students' lifeworlds, developing traditional and contemporary skills, questioning representations within texts, and supporting the aesthetic dimension of textual experience, were reported to be important outcomes that could be achieved through learning about digital games in English.
'Robust comprehension instruction with questioning the author: 15 years smarter' : book review
(2021)
This text reviews the handbook, Robust Comprehension with Questioning the Author 15 years smarter by I. Beck, M.G. McKeown & C. Sandora (2021). The review discusses the value and quality of the book. The text argues that the book makes an important contribution to the literature because (a) it rests on solid scientific ground and (b) theoretically it is positioned within applied cognitive psychology in educational and reading research. Thus, the book is highly recommended to a wide readership.
This study explores and analyses conditions for student participation in Norwegian Year Two classrooms. It is inspired by the concept of dialogic space (Wegerif, 2013) and by Segal and Lefstein's (2016) model for the realization of student voice. Six classrooms were observed for one week. This yielded field notes and summaries from 105 lessons across all subjects and video data from all 47 Norwegian (L1) lessons. Our analyses show that there is practically no pair or group work and that station work is predominantly silent, leaving whole-class teaching as the most prominent space for dialogue. Our analyses aim to identify events in whole-class teaching with dialogic potential, i.e., where the interaction displays features that might indicate a shift from recitation to conversation (Nystrand & Gamoran, 1991). In these conversational events, we find increased teacher dominance when dealing with disciplinary content. When students are given the floor, the focus tends to be on non-disciplinary content. Students' talk about texts and disciplinary ideas is suggested as a productive ground for creating dialogic space in early-years literacy education.
Bilingual literacy not only supports academic success it also contributes to bilingual children's development of identity. However, not all contexts allow children to develop their writing fluency in their first language (L1) to the same degree as in their school language, their second language (L2). Few studies have explored bilingual children's writing fluency in two languages and most studies to date have fo-cussed on Latin scripts, in particular English. The present paper fills this gap by exploring writing fluency of bilingual biscriptal children in the typologically different languages Swedish (official language and main medium of instruction) and Persian (home language). Twenty-three bilingual biscriptal children between the ages of 10-15 wrote four texts each by hand using Eye and Pen, descriptive and narrative, in Persian and Swedish respectively. The final texts and temporal information were used to compute product and process writing fluency. In order to explore writing fluency further, the role of language exposure and lexical retrieval was investigated. A survey was used to explore the participants' exposure at home and participants' lexical retrieval was measured by standardized tasks in each language. An additional qualitative study of three writers focused on what may have caused interruptions in fluency in the two languages. Results show that the children produced more characters, words and clauses and wrote faster, produced longer and more complex bursts in their L2 as compared with their L1. Exposure in L1 was connected with writing fluency in both languages while lexical retrieval was mildly related with fluency in L1. Typological characteristics such as diacritics created pauses and hence interrupted writing fluency in both languages.