弥合模拟-数字鸿沟:年轻人游戏制作实践中的批判性素养和程序设计

IF 0.7 Q3 EDUCATION & EDUCATIONAL RESEARCH
Elisabeth R. Gee, Earl Aguilera
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引用次数: 1

摘要

在过去的几十年里,批判性读写的概念已经被应用到越来越多的由数字技术介导的多模态文本中。同人小说、数字故事和游戏等表达形式为理解批判性读写实践提供了独特的机会。在更具体的游戏研究领域,越来越多的学术研究表明,意识形态、政治和权力问题是如何通过游戏媒介(无论是数字的还是模拟的)交织和表达的。本文基于这一传统,对数字游戏和模拟游戏共享的符号学资源(即通过游戏行为塑造意义创造体验的设计过程)进行了批判性分析。本文分析了一项关于青少年参与图书馆桌面游戏制作工作坊的研究数据,强调了当参与者被要求通过游戏设计解决社会问题时,他们参与批判性素养实践的方式。本文利用语篇分析的技巧来展示参与者如何通过以设计为中心的语篇参与程序性素养的意识形态维度。研究结果表明,通过程序性的视角来看待游戏制作可以成为探索与当代社会问题相关的批判性素养实践的一种生成方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Bridging the Analog-Digital divide: critical literacies and procedural design in young people’s game-making practices
ABSTRACT Over the past several decades, the concept of critical literacy has been applied to an increasing range of multimodal texts mediated by digital technologies. Expressive forms such as fan-fiction, digital storytelling, and gaming have presented unique opportunities forunderstanding critical literacy practices. Within the more specific field of game studies, a growing body of scholarship demonstrates how issues of ideology, politics, and power are woven into and expressed through the medium of games – whether digital or analog. This paper builds on this tradition by offering a critical analysis of a semiotic resource that digital and analog games share – the designed processes that shape experiences of meaning-making through acts of play. Examining data from a study of teens’ participation in a library-based board game-making workshop, this paper highlights the ways participants engaged in critical literacy practices when asked to address a social issue through game design. The paper draws on techniques of discourse analysis to demonstrate how participants engaged with ideological dimensions of procedural literacy through design-centered discourse. Findings suggest that viewing game-making through the lens of procedurality can be a generative way to explore critical literacy practices in relation to contemporary social issues.
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来源期刊
Pedagogies
Pedagogies EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
2.10
自引率
0.00%
发文量
25
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