Reading in Minecraft: A Generation Alpha Case Study

Lauren Taylor, S. Hattingh
{"title":"Reading in Minecraft: A Generation Alpha Case Study","authors":"Lauren Taylor, S. Hattingh","doi":"10.55254/1835-1492.1388","DOIUrl":null,"url":null,"abstract":"This qualitative case study reports the Four Resource Model (FRM) reading practices used by a Generation Alpha while playing the game Minecraft. The FRM skills of code breaker, text participant, text user and text analyst were investigated through data generated by observation, field notes, semi-structured interviews and a researcher reflective journal. The data was analysed using interpretative phenomenological analysis. Four key themes emerged: language and articulation; social and mentor integration; real-world connection; and, parent and child viewpoints. Across these themes the FRM reading practices are being used by this child to make meaning while playing Minecraft. This game presents a multimodal text which this child is able to successfully navigate while designing and creating a digital story in virtual spaces. Introduction We live in an age where there are rapid developments in technology that force us to adapt. Reading and verbal communication appear to be constrained as communication and language needs are expressed in and through devices instantaneously and in an abbreviated form, often using only a touch-screen device (McDonald’s Australia, 2017; Watt, 2010). Children are growing up in a digital world that is “infused with technology from the prenatal stage” (Merchant, 2015, p. 3). Access and use of technology devices at home has increased (Clark, Twining & Chambers, 2014). Another interesting point is the increase in use of downloaded applications available through online stores, App Store or Google Play etc., at both home and school (Clark, Twining & Chambers, 2014). Across society, age groups are classified by their generation. Of particular interest for this case study is Generation Alpha. This age group represents those children born since 2010, which is also the year of the first Apple iPad (Apple, 2017). Generation Alpha have lived surrounded by technology and gaming. Generation Alpha are the first generation that have lived exposed to an advanced technological environment. Bliton (2013, p. 1) reports that parents provide their children with a tablet device so that the children are “occupied for an hour so [they – the parent] can eat in peace.” A paradigm shift is taking place focusing on what children do with technology and not the reverse (Kervin, Verenikina, & Rivera, 2015). There are technology and multimedia skills within the twentyfirst century which contemporary society encounters (Seely-Flint, Kitson, Lowe & Shaw, 2014). As part of these changes learning within the classroom needs to be relevant and connected to the student’s interests and experiences outside of the classroom (Acosta, 2016; Bearne & Reedy, 2018). This means then that pedagogy should be evolving and changing to societal and cultural needs (Acosta, 2016; Bearne & Reedy, 2018). Education implemented in the classroom a hundred years ago focused solely on rote learning and memorisation which is no longer the only approach needed to meet the needs of today’s student (Shaffer, Squire, Halverson & Gee, 2004). Cash (2017) states that current pedagogy still appears to utilise memorisation and factual teaching. We are in a digital age where schools need to provide current equipment and digital learning experiences (Burnett, 2016) and incorporate multimodal literacy (Bearne & Reedy, 2018). However, learning is not limited just to the classroom. Children learn in various contexts and this study aims to investigate the literacy learning happening outside of the classroom in the home context. TEACHR TEACH Journal 13-1.indd 29 17/10/19 3:21 pm 30 | TEACH | v13 n1 v13 n1 | TEACH | 31 Research & Scholarship Literature Literacy is a term that is shaped by cultural, social influences and ideologies (Seeley-Flint et al., 2014). Multimodal literacy includes visual literacy skills which cover both print and digital literacy (Harvey, 2016). Harvey highlighted that there is limited research into literacy studies and education noting that the challenge exists in providing experiences that include today’s innovative literacies. This is evidenced by the increase of Information and Communications Technology (ICT) within the classroom where teachers are expected to utilise the multimodal tools available to enhance pedagogy. Leu, et al. (2011) acknowledge that new literacy skills are needed when using ICT where, for example, reading comprehension includes more than just the orthographic or print-based reading. This means that students need technology and literacy competence for multimodal practices. According to Gee (2003) games present the user with semiotic domains and new literacies. Video games utilise multi-modality through words, representations, diagrams and visual symbols to communicate specific meanings. Research for game play has focused on the negatives effects of video games, such as addiction, violence and depression; however, there are researched positive effects on the cognitive, motivational, social and emotional domains of the player providing a balanced perspective (Granic, Lobel & Engels, 2014). Our modern world uses various modes of language communication and digital reading where individuals are required to understand and have knowledge within a diverse range of semiotic domains. Between each genre language dramatically alters, which can present a wide spectrum of literacy and learning experiences and this is prevalent to gaming as well (Gee, 2003). Daniels, Brooks, Babson and Ritzhaupt (2010) make an interesting point that gaming is not bound just to the device or the application as it is played, but also includes social engagement. Opportunities for literacy interaction exist for the gamer within semiotic social spaces; through interactions with others who play; informative books or videos; and interactive online worlds and spaces, both within and outside of the game (Daniels, et al., 2010). Videos on YouTube or Twitch provide resources for gamers world-wide to learn more about the game, enhance their techniques, mimic the creativity of others or share their own work within the game with others. Lastowka (2011) reports that Minecraft does not provide assistance or direction for gamers; however, a search in 2017 on YouTube using the term “Minecraft” revealed 174 million videos showing YouTube is an external tool and resource for Minecraft gamers. Previous research on Minecraft and learning shows that YouTube is a valuable learning resource (Niemeyer & Gerber, 2015; Nebel, Schneider & Rey, 2016). Using YouTube to learn helps gamers to interact with digital tools and create prototypes for diverse audiences, thereby providing opportunities for motivation, tips and stimuli for gaming beginners, aiding them in their experience (Niemeyer & Gerber, 2015; Nebel, Schneider & Rey, 2016). These online digital environments enable groups of people with similar interests to communicate, develop and connect, thereby promoting and enhancing their learning through informal experiences (Daniels, Brooks, Babson & Ritzhaupt, 2010). Although the study by Daniels, Brooks, Babson and Ritzhaupt (2010) was limited in size it does highlight the need for investigation into the connection between technology and literacy models. Bebbington (2014) specifically states that this type of investigation needs to take place, particularly in regards to the development of reading, again highlighting the gap that exists in the literature. For this study Minecraft was chosen as the application to be connected with the literacy model. Minecraft is a three-dimensional Lego-like game released in 2011 which has since become one of the most globally used applications with more than 21 million copies sold for mobile devices (Nebel, et al., 2016). It was ranked as the top downloaded, paid application in 2017, by both the App Store and Google Play (Apple, 2017; Google, 2017). This game provides opportunity for the player to create and discover using a simulated landscape. The player explores, builds and learns strategies of survival while playing, through a trial and error process (Dezuanni & O’Mara, 2017). Younger children are reported using laptops, game consoles, and touch screen devices for gaming (Bearne & Reedy, 2018; Burnett, 2016; Kervin et al., 2015; Merchant, 2015). Increasingly, this application is being implemented in classrooms (Bos, Wilder, Cook & O’Donnell, 2014); however, there is limited research or knowledge on the impact that this application may have on a child’s literacy development, particularly their reading practice (Neumann, 2016: Neumann & Neumann, 2014). This study aimed to address this gap, investigating one child’s perspective of reading elements used when playing Minecraft. It was important in this investigation to interpret the perspective of reading from the child’s understanding in relation to gaming using Minecraft, hence the research question: What facets (if any) of Luke and Freebody’s Four Resource Model emerge whilst a seven-year old interacts with the popular application Minecraft? For this study the Four Resource Model (FRM) ” “new literacy skills are needed when using ICT ... more than just the orthographic or printbased reading ... students need technology and literacy competence for multimodal practices. TEACH Journal 13-1.indd 30 17/10/19 3:21 pm 30 | TEACH | v13 n1 v13 n1 | TEACH | 31 Research & Scholarship ” “The FRM is valued for its holistic application and capacity to conceptualise all literacy elements simultaneously, ... applied to a host of teaching and learning contexts by Luke and Freebody (1999) was selected as a simple framework to identify reading roles. The FRM provides four reader roles (Luke & Freebody, 1999; Serafini, 2012), namely: 1. Code breaker – decoding textual meaning 2. Text participant – engaging understanding proficiency 3. Text user – exhibiting pragmatic competence 4. Text analyst – modelling critical expertise The FRM was selected as the academic model because its theoretical framework and contem","PeriodicalId":171026,"journal":{"name":"TEACH Journal of Christian Education","volume":"231 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"TEACH Journal of Christian Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.55254/1835-1492.1388","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

Abstract

This qualitative case study reports the Four Resource Model (FRM) reading practices used by a Generation Alpha while playing the game Minecraft. The FRM skills of code breaker, text participant, text user and text analyst were investigated through data generated by observation, field notes, semi-structured interviews and a researcher reflective journal. The data was analysed using interpretative phenomenological analysis. Four key themes emerged: language and articulation; social and mentor integration; real-world connection; and, parent and child viewpoints. Across these themes the FRM reading practices are being used by this child to make meaning while playing Minecraft. This game presents a multimodal text which this child is able to successfully navigate while designing and creating a digital story in virtual spaces. Introduction We live in an age where there are rapid developments in technology that force us to adapt. Reading and verbal communication appear to be constrained as communication and language needs are expressed in and through devices instantaneously and in an abbreviated form, often using only a touch-screen device (McDonald’s Australia, 2017; Watt, 2010). Children are growing up in a digital world that is “infused with technology from the prenatal stage” (Merchant, 2015, p. 3). Access and use of technology devices at home has increased (Clark, Twining & Chambers, 2014). Another interesting point is the increase in use of downloaded applications available through online stores, App Store or Google Play etc., at both home and school (Clark, Twining & Chambers, 2014). Across society, age groups are classified by their generation. Of particular interest for this case study is Generation Alpha. This age group represents those children born since 2010, which is also the year of the first Apple iPad (Apple, 2017). Generation Alpha have lived surrounded by technology and gaming. Generation Alpha are the first generation that have lived exposed to an advanced technological environment. Bliton (2013, p. 1) reports that parents provide their children with a tablet device so that the children are “occupied for an hour so [they – the parent] can eat in peace.” A paradigm shift is taking place focusing on what children do with technology and not the reverse (Kervin, Verenikina, & Rivera, 2015). There are technology and multimedia skills within the twentyfirst century which contemporary society encounters (Seely-Flint, Kitson, Lowe & Shaw, 2014). As part of these changes learning within the classroom needs to be relevant and connected to the student’s interests and experiences outside of the classroom (Acosta, 2016; Bearne & Reedy, 2018). This means then that pedagogy should be evolving and changing to societal and cultural needs (Acosta, 2016; Bearne & Reedy, 2018). Education implemented in the classroom a hundred years ago focused solely on rote learning and memorisation which is no longer the only approach needed to meet the needs of today’s student (Shaffer, Squire, Halverson & Gee, 2004). Cash (2017) states that current pedagogy still appears to utilise memorisation and factual teaching. We are in a digital age where schools need to provide current equipment and digital learning experiences (Burnett, 2016) and incorporate multimodal literacy (Bearne & Reedy, 2018). However, learning is not limited just to the classroom. Children learn in various contexts and this study aims to investigate the literacy learning happening outside of the classroom in the home context. TEACHR TEACH Journal 13-1.indd 29 17/10/19 3:21 pm 30 | TEACH | v13 n1 v13 n1 | TEACH | 31 Research & Scholarship Literature Literacy is a term that is shaped by cultural, social influences and ideologies (Seeley-Flint et al., 2014). Multimodal literacy includes visual literacy skills which cover both print and digital literacy (Harvey, 2016). Harvey highlighted that there is limited research into literacy studies and education noting that the challenge exists in providing experiences that include today’s innovative literacies. This is evidenced by the increase of Information and Communications Technology (ICT) within the classroom where teachers are expected to utilise the multimodal tools available to enhance pedagogy. Leu, et al. (2011) acknowledge that new literacy skills are needed when using ICT where, for example, reading comprehension includes more than just the orthographic or print-based reading. This means that students need technology and literacy competence for multimodal practices. According to Gee (2003) games present the user with semiotic domains and new literacies. Video games utilise multi-modality through words, representations, diagrams and visual symbols to communicate specific meanings. Research for game play has focused on the negatives effects of video games, such as addiction, violence and depression; however, there are researched positive effects on the cognitive, motivational, social and emotional domains of the player providing a balanced perspective (Granic, Lobel & Engels, 2014). Our modern world uses various modes of language communication and digital reading where individuals are required to understand and have knowledge within a diverse range of semiotic domains. Between each genre language dramatically alters, which can present a wide spectrum of literacy and learning experiences and this is prevalent to gaming as well (Gee, 2003). Daniels, Brooks, Babson and Ritzhaupt (2010) make an interesting point that gaming is not bound just to the device or the application as it is played, but also includes social engagement. Opportunities for literacy interaction exist for the gamer within semiotic social spaces; through interactions with others who play; informative books or videos; and interactive online worlds and spaces, both within and outside of the game (Daniels, et al., 2010). Videos on YouTube or Twitch provide resources for gamers world-wide to learn more about the game, enhance their techniques, mimic the creativity of others or share their own work within the game with others. Lastowka (2011) reports that Minecraft does not provide assistance or direction for gamers; however, a search in 2017 on YouTube using the term “Minecraft” revealed 174 million videos showing YouTube is an external tool and resource for Minecraft gamers. Previous research on Minecraft and learning shows that YouTube is a valuable learning resource (Niemeyer & Gerber, 2015; Nebel, Schneider & Rey, 2016). Using YouTube to learn helps gamers to interact with digital tools and create prototypes for diverse audiences, thereby providing opportunities for motivation, tips and stimuli for gaming beginners, aiding them in their experience (Niemeyer & Gerber, 2015; Nebel, Schneider & Rey, 2016). These online digital environments enable groups of people with similar interests to communicate, develop and connect, thereby promoting and enhancing their learning through informal experiences (Daniels, Brooks, Babson & Ritzhaupt, 2010). Although the study by Daniels, Brooks, Babson and Ritzhaupt (2010) was limited in size it does highlight the need for investigation into the connection between technology and literacy models. Bebbington (2014) specifically states that this type of investigation needs to take place, particularly in regards to the development of reading, again highlighting the gap that exists in the literature. For this study Minecraft was chosen as the application to be connected with the literacy model. Minecraft is a three-dimensional Lego-like game released in 2011 which has since become one of the most globally used applications with more than 21 million copies sold for mobile devices (Nebel, et al., 2016). It was ranked as the top downloaded, paid application in 2017, by both the App Store and Google Play (Apple, 2017; Google, 2017). This game provides opportunity for the player to create and discover using a simulated landscape. The player explores, builds and learns strategies of survival while playing, through a trial and error process (Dezuanni & O’Mara, 2017). Younger children are reported using laptops, game consoles, and touch screen devices for gaming (Bearne & Reedy, 2018; Burnett, 2016; Kervin et al., 2015; Merchant, 2015). Increasingly, this application is being implemented in classrooms (Bos, Wilder, Cook & O’Donnell, 2014); however, there is limited research or knowledge on the impact that this application may have on a child’s literacy development, particularly their reading practice (Neumann, 2016: Neumann & Neumann, 2014). This study aimed to address this gap, investigating one child’s perspective of reading elements used when playing Minecraft. It was important in this investigation to interpret the perspective of reading from the child’s understanding in relation to gaming using Minecraft, hence the research question: What facets (if any) of Luke and Freebody’s Four Resource Model emerge whilst a seven-year old interacts with the popular application Minecraft? For this study the Four Resource Model (FRM) ” “new literacy skills are needed when using ICT ... more than just the orthographic or printbased reading ... students need technology and literacy competence for multimodal practices. TEACH Journal 13-1.indd 30 17/10/19 3:21 pm 30 | TEACH | v13 n1 v13 n1 | TEACH | 31 Research & Scholarship ” “The FRM is valued for its holistic application and capacity to conceptualise all literacy elements simultaneously, ... applied to a host of teaching and learning contexts by Luke and Freebody (1999) was selected as a simple framework to identify reading roles. The FRM provides four reader roles (Luke & Freebody, 1999; Serafini, 2012), namely: 1. Code breaker – decoding textual meaning 2. Text participant – engaging understanding proficiency 3. Text user – exhibiting pragmatic competence 4. Text analyst – modelling critical expertise The FRM was selected as the academic model because its theoretical framework and contem
阅读《我的世界》:Alpha世代案例研究
对游戏玩法的研究主要集中在电子游戏的负面影响上,如上瘾、暴力和抑郁;然而,有研究表明,游戏对玩家的认知、动机、社交和情感领域的积极影响提供了一个平衡的视角(Granic, Lobel & Engels, 2014)。我们的现代世界使用各种语言交流和数字阅读模式,要求个人理解和掌握各种符号学领域的知识。在不同类型的游戏中,语言会发生巨大的变化,这能够呈现出广泛的读写能力和学习体验,这在游戏中也很普遍。Daniels, Brooks, Babson和Ritzhaupt(2010)提出了一个有趣的观点,即游戏不仅局限于设备或应用程序,还包括社交粘性。在符号学社交空间中,玩家有机会进行文化互动;通过与其他玩家的互动;信息丰富的书籍或录像;以及游戏内外的互动式在线世界和空间(Daniels等,2010)。YouTube或Twitch上的视频为世界各地的玩家提供了更多关于游戏的资源,提高他们的技术,模仿他人的创造力或与他人分享他们在游戏中的工作。Lastowka(2011)报告称,《我的世界》并未为玩家提供帮助或指导;然而,2017年在YouTube上搜索“我的世界”一词,就会发现1.74亿个视频,显示YouTube是《我的世界》玩家的外部工具和资源。之前关于Minecraft和学习的研究表明,YouTube是一个有价值的学习资源(Niemeyer & Gerber, 2015;Nebel, Schneider & Rey, 2016)。使用YouTube学习可以帮助玩家与数字工具进行互动,并为不同的用户创建原型,从而为游戏初学者提供激励、提示和刺激的机会,帮助他们体验游戏(Niemeyer & Gerber, 2015;Nebel, Schneider & Rey, 2016)。这些在线数字环境使具有相似兴趣的人群能够交流、发展和联系,从而通过非正式经验促进和加强他们的学习(Daniels, Brooks, Babson & Ritzhaupt, 2010)。虽然丹尼尔斯、布鲁克斯、巴布森和里兹查普(2010)的研究规模有限,但它确实强调了对技术与识字模式之间的联系进行调查的必要性。Bebbington(2014)特别指出,需要进行这种类型的调查,特别是在阅读的发展方面,再次强调了文献中存在的差距。在这项研究中,我的世界被选为与识字模型相关联的应用程序。《我的世界》是2011年发布的一款类似乐高的三维游戏,自那以后成为全球使用最多的应用程序之一,在移动设备上销售了超过2100万份(Nebel等人,2016年)。它被App Store和Google Play评为2017年下载量最高的付费应用程序(Apple, 2017;谷歌,2017)。这款游戏为玩家提供了创造和发现模拟景观的机会。玩家在游戏过程中通过试错过程探索、构建和学习生存策略(Dezuanni & O’mara, 2017)。据报道,年龄较小的儿童使用笔记本电脑、游戏机和触摸屏设备玩游戏(Bearne & Reedy, 2018;伯内特,2016;Kervin et al., 2015;商人,2015年)。越来越多地,这种应用正在课堂上实施(Bos, Wilder, Cook & O 'Donnell, 2014);然而,关于这种应用可能对儿童读写能力发展,特别是阅读实践产生影响的研究或知识有限(Neumann, 2016; Neumann & Neumann, 2014)。这项研究旨在解决这一差距,调查一个孩子在玩《我的世界》时所使用的阅读元素的观点。在这项调查中,从孩子对使用《我的世界》游戏的理解中解读阅读的角度是很重要的,因此研究问题是:当一个7岁的孩子与流行的应用程序《我的世界》互动时,Luke和Freebody的四大资源模型出现了哪些方面(如果有的话)?在本研究中,四种资源模型(FRM)“在使用ICT时需要新的读写技能……不仅仅是正字法或印刷阅读…学生需要多模式实践的技术和读写能力。TEACH Journal 13-1。add 30 17/10/19 3:21 pm 30 | TEACH | v13 n1 v13 n1 | TEACH | 31研究与奖学金“FRM因其整体应用和同时概念化所有识字元素的能力而受到重视,…Luke和Freebody(1999)在一系列教学和学习情境中的应用被选为识别阅读角色的简单框架。FRM提供了四种读者角色(Luke & Freebody, 1999;Serafini, 2012),即:1。密码破解器-解码文本含义2。 文本参与者-参与理解能力文本使用者——表现语用能力FRM之所以被选为学术模型,是因为它的理论框架和内涵
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