Learning from computer games: literacy learning in a virtual world
Edited book (chapter)
Chapter Title | Learning from computer games: literacy learning in a virtual world |
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Book Chapter Category | Edited book (chapter) |
ERA Publisher ID | 2177 |
Book Title | Technoliteracy, discourse, and social practice: frameworks and applications in the digital age |
Authors | |
Author | Henderson, Robyn |
Editors | Pullen, Darren Lee, Gitsaki, Christina and Baguley, Margaret |
Page Range | 232-249 |
Number of Pages | 18 |
Year | 2010 |
Publisher | IGI Global |
Place of Publication | Hershey, PA, United States |
ISBN | 9781605668420 |
Digital Object Identifier (DOI) | https://doi.org/10.40IS/97S-1-60566-S42-0.ch0I4 |
Web Address (URL) | http://www.igi-global.com/reference/details.asp?id=34679 |
Abstract | This chapter builds on James Gee’s (2003) description of the playing of computer games as the learning of a new literacy. To investigate this form of literacy learning from a player’s perspective, the author created an avatar and joined the online community of the Massively Multiplayer Online Game, the World of WarcraftTM produced by Blizzard Entertainment® (2004a). This autoethnographic approach to exploring the game’s linguistic, visual, audio, spatial and gestural elements of design provide an insider’s perspective of the meaning-making resources that were on offer. The chapter concludes with a tentative consideration of how understandings about the literacies used within a virtual world might inform the learning of literacies in schools and other educational institutions. |
Keywords | autoethnography; computer literacy; case study; digital literacies; digital technologies; digital texts; discourse analysis; electronic learning (e-learning); multimodality; multimodal texts; online behaviour; online games; online community; real-world learning; social impact of technology; virtual communities; virtual community; virtual learning; 3-D graphics |
ANZSRC Field of Research 2020 | 390104. English and literacy curriculum and pedagogy (excl. LOTE, ESL and TESOL) |
360502. Computer gaming and animation | |
399999. Other education not elsewhere classified | |
Public Notes | Files associated with this item cannot be displayed due to copyright restrictions. |
Byline Affiliations | Faculty of Education |
University of Southern Queensland |
https://research.usq.edu.au/item/9z446/learning-from-computer-games-literacy-learning-in-a-virtual-world
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