Playful literacies and pedagogical priorities: digital games in the English classroom

IF 0.8 4区 教育学 Q3 EDUCATION & EDUCATIONAL RESEARCH
Alexander Bacalja, Brady L. Nash
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引用次数: 0

Abstract

Purpose This paper aims to explore the characteristics of playful literacies in case study research examining digital games in secondary English classrooms. It analyzes how educators use play as a resource for meaning-making and the impacts of play on student learning. Design/methodology/approach The authors used a keyword search in relevant academic databases to identify articles within specified search parameters. This was followed by bibliographic branching to identify additional articles. Following the identification of 30 articles, two rounds of open coding were used to identify themes for analysis. Findings The literature revealed five types of playful pedagogical practices: single-player gameplay, turn-taking gameplay, multiplayer play, play-as-design and little or no gameplay. Discussion of these findings suggests that classroom play was a highly social activity across case studies. Furthermore, boundaries between types of play and their contributions to learning were blurred and often disrupted normative approaches to curriculum and teaching. Originality/value Given the novelty of replacing traditional texts with digital games in English classrooms, this study represents an important moment to pause and review the literature to date on a particular, understudied aspect of digital games in English curricula: their playfulness. This is especially important given the innovative ways in which digital play can shift thinking about meaning-making and narrative, two historically dominant concerns within the discipline of English.
趣味素养与教学重点:英语课堂中的数字游戏
目的通过对中学英语课堂数字游戏的案例研究,探讨游戏素养的特征。它分析了教育者如何利用游戏作为一种资源来创造意义,以及游戏对学生学习的影响。设计/方法/方法作者在相关学术数据库中使用关键字搜索,在指定的搜索参数中识别文章。接下来是书目分支,以确定额外的文章。在确定30篇文章之后,使用两轮开放编码来确定要分析的主题。文献揭示了五种有趣的教学实践:单人游戏玩法、回合制游戏玩法、多人游戏、游戏即设计以及很少或没有游戏玩法。对这些发现的讨论表明,通过案例研究,课堂游戏是一种高度社会化的活动。此外,游戏类型及其对学习的贡献之间的界限模糊不清,经常扰乱课程和教学的规范方法。考虑到在英语课堂上用数字游戏取代传统文本的新颖性,这项研究代表了一个重要的时刻,即暂停和回顾迄今为止关于英语课程中数字游戏的一个特定的、未被研究的方面的文献:它们的可玩性。这一点尤其重要,因为数字游戏可以以创新的方式改变对意义创造和叙事的思考,这是英语学科中两个历史上主要关注的问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.40
自引率
11.10%
发文量
32
期刊介绍: English Teaching: Practice and Critique seeks to promote research and theory related to English literacy that is grounded in a range of contexts: classrooms, schools and wider educational constituencies. The journal has as its main focus English teaching in L1 settings. Submissions focused on EFL will be considered only if they have clear pertinence to English literacy in L1 settings. It provides a place where authors from a range of backgrounds can identify matters of common concern and thereby foster broad professional communities and networks. Where possible, English Teaching: Practice and Critique encourages comparative approaches to topics and issues. The journal published three types of manuscripts: research articles, essays (theoretical papers, reviews, and responses), and teacher narratives. Often special issues of the journal focus on distinct topics; however, unthemed manuscript submissions are always welcome and published in most issues.
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