Videogames and (language) education

IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH
D. Koutsogiannis, Vasiliki Adampa
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引用次数: 0

Abstract

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.
电子游戏和(语言)教育
关于电子游戏在(识字)教育中的应用,有一个富有成效的讨论,重点是它们独特的教学潜力,以及它们与当代文本和符号学问题发展的联系。我们的主要目标是将这一讨论扩展到更具批判性的后电子游戏视角,即电子游戏必须被视为当代复杂社会文化和历史背景的重要组成部分。因此,我们将重点放在强调这种复杂性的指示性方面,并采用批判社会语言学领域的概念,如规模、策略和识字顺序。我们分析了来自11-15岁儿童的定量(1.185份问卷)和定性数据(6个人种学案例)。我们的分析显示,尽管电子游戏在青少年中很常见,但其他重要的差异/不平等仍然存在于父母策略、学校实践和儿童的文化身份中,这对电子游戏的教育应用前景提出了严重的问题。我们提出了一个历史敏感的观点,以便将电子游戏与学校教育,特别是L1教学联系起来。
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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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