将学生定位为游戏记者:将日常体验转化为专业话语

Thorkild Hanghøj, Peter Lützen, Simone Lysholt Geer
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引用次数: 2

摘要

本文的目的是呈现一项研究的结果,该研究是一个正在进行的基于设计的研究项目的一部分,该项目探索学生如何将他们的日常体验和对游戏的态度转化为以丹麦语为主题的游戏新闻。基于领域理论与伊万尼克的写作作为身份建构理论相结合的理论框架,我们分析了四个中学教室(7-9年级)的学生文章和学生访谈。调查结果显示,一些学生主要通过个人话语来定位自己,这在很大程度上受到他们对所选择的游戏新闻主题的积极、消极或矛盾态度的影响。其他学生主要通过专业的新闻话语,通过批判性的反思和对其主题的多种观点的表现来定位自己。基于学生在写作过程中的高度参与度以及学生作家可能采用的广泛自我,我们得出结论,游戏和游戏文化代表了一个非常适合将学生的日常经历和态度转化为新闻文本的主题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Positioning students as game journalists: Transforming everyday experiences into professional discourse
The aim of this paper is to present findings from a study which is part of an ongoing Design-Based Research project which explores how students can transform their everyday experiences with and attitudes towards games into game journalism within the context of Danish as a subject. Based on a theoretical framework combining domain theory with Ivanic’s theory of writing as identity construction, we analysed selected student articles and student interviews from four secondary classrooms (Grades 7–9). The findings show that some students mainly positioned themselves through a personal discourse, which was highly influenced by their positive, negative or ambivalent attitudes to their chosen game journalistic topics. Other students mainly positioned themselves through a professional journalistic discourse by means of critical reflection and representation of multiple perspectives on their topics. Based on the students’ high level of engagement in the writing process and the wide range of possible selves adopted by the student writers, we concluded that games and game culture represent a topic well-suited for transforming students’ everyday experiences and attitudes into journalistic texts.
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