游戏式阅读:电子游戏化作为高中作业的多模式教学法

Nicola de Jager
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摘要

本文借鉴了读写能力研究、游戏研究和多模态领域的多篇文章,展望了在资源不足的英语课堂环境中,使用现代电子游戏美学(尤其是它们的用户界面或屏幕)作为学习支架的可行性。尽管这可能被视为今天的研究领域(游戏研究出现近30年后),但有人认为电子游戏在扫盲教育中的代表性仍然不足,随着Covid-19大流行和周期性封锁进一步巩固了游戏技术从学习者的家庭领域作为教学和学习的新前沿。将这些技术引入课堂的好处对该领域来说并不新鲜。然而,这项研究的创新之处是,在参与者将指定的英国文学(尤其是莎士比亚戏剧)转换为一系列电子游戏截图(包括角色菜单、地图和平视显示器)的过程中,优化了最容易获得的文字媒介(铅笔、钢笔、颜料和纸)。研究地点是南非约翰内斯堡的一所公立高中,五名10-12年级的学生在课外多模式丰富课程中绘制屏幕截图。作者认为,这个项目(或类似的教学方法)可能会鼓励未来的群体进一步研究他们学校设置的复杂性,然后这些设置可能会有意义地与他们自己日益数字化的生活世界联系起来。认识到游戏制作是一项非常复杂的工作,研究人员随后对每个参与者的文本到游戏的再生成过程进行了细致的分析。通过这种方式,电子游戏媒体的强大代表性属性得以显现,重申其作为符号学资源和教学工具的重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Reading gamefully: videogamification as multimodal pedagogy for high school setworks
This paper draws from multiple publications in the Literacy Studies, Game Studies and Multimodal fields to foreground the affordances of using modern video game aesthetics - particularly their user interfaces or screens - as learning scaffolds in the under-resourced English classroom context. Though this may be seen as a well-worn terrain for research today (nearly 30 years after the advent of Game Studies), it is argued that video games remain somewhat underrepresented in literacy education, with the Covid-19 pandemic and recurrent lockdowns even further cementing games technologies from learners' home domains as the new frontier in teaching and learning. The benefits of importing such technologies into the classroom is nothing new to the field. Yet, this study innovates by optimising the most accessible of graphological media (pencils, pens, paints and paper) during participants' transmodalisations of prescribed English literature - particularly Shakespeare's plays - into a range of video game screenshots, including character menus, maps, and heads-up-displays. The research site is a public high school in Johannesburg, South Africa, with five Grade 10-12 learners drawing the screenshots in response to an extracurricular, multimodal enrichment programme. The author contends that this programme (or similar pedagogies) may encourage future groups to delve further into the complexities of their school setworks, which may then be connected meaningfully to their own, increasingly digital life-worlds. Recognising game-making as an extraordinarily complex undertaking, the researcher then offers a fine-grained analysis of each participant's text-to-game re-genrefication. In this way, the powerful representational properties of the video game medium can come to light, reaffirming its importance as a semiotic resource and pedagogic tool.
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