A critical review of digital game literacies in the English classroom

IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH
Alexander Bacalja
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引用次数: 2

Abstract

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.
对英语课堂中数字游戏素养的批判性回顾
本文回顾了在母语英语课堂中使用数字游戏的研究。它专门处理定性案例研究,调查这些新的社会、文化和文本形式的潜力。目的是对研究进行批判性回顾,以确定教师如何使用这些新的意义创造形式,并探索与英语课堂上数字游戏研究相关的文学实践,以及所选择的游戏和课堂游戏的形式。对符合纳入标准的16项研究的分析表明,数字游戏素养为满足英语教学的历史要求提供了机会,同时也为我们如何支持学生了解自己和世界提供了新的思考方式。连接学生的生活世界,发展传统和现代技能,质疑文本中的表现,支持文本体验的美学维度,这些都是通过学习英语数字游戏可以实现的重要成果。
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
L1 Educational Studies in Language and Literature
L1 Educational Studies in Language and Literature EDUCATION & EDUCATIONAL RESEARCH-
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