{"title":"通过电子游戏玩法和设计理解新文化的力量。","authors":"K. Sanford, Leanna Madill","doi":"10.2307/20466645","DOIUrl":null,"url":null,"abstract":"In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys’ time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that consumes a great deal of their out ‐ of ‐ school time. Our observations and conversations with adolescent boys suggest that significant, powerful learning is happening through video game play and creation, and calls into question claims that boys are not succeeding at literacy, instead suggesting the potential for critical engagement with new literacies. Key words: multiliteracies, technology, video games, composing, alternative texts Dans cet article, les auteures presentent les resultats de leur analyse d’un vaste eventail d’activites de multilitteratie auxquelles se consacrent les garcons a l’adolescence et des types d’aptitudes et comprehensions qu’ils apprennent a maitriser au moyen de textes alternatifs. Les auteures se sont penchees tout particulierement sur les jeux video et la creation/composition comme activite d’apprentissage occupant une tres grande partie des heures passees en dehors de l’ecole. Leurs observations et les conversations qu’elles ont eues avec des garcons semblent indiquer qu’un apprentissage important a lieu a travers les jeux video et leur creation, ce qui remet en question l’affirmation selon laquelle les garcons ont des lacunes en litteratie et suggere plutot que les nouvelles litteraties offrent un potentiel sur lequel il y a lieu de reflechir. Mots cles : multilitteraties, technologie, jeux video, composition, textes alternatifs","PeriodicalId":40063,"journal":{"name":"Canadian Journal of Education","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2007-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.2307/20466645","citationCount":"91","resultStr":"{\"title\":\"Understanding the Power of New Literacies through Video Game Play and Design.\",\"authors\":\"K. Sanford, Leanna Madill\",\"doi\":\"10.2307/20466645\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys’ time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that consumes a great deal of their out ‐ of ‐ school time. Our observations and conversations with adolescent boys suggest that significant, powerful learning is happening through video game play and creation, and calls into question claims that boys are not succeeding at literacy, instead suggesting the potential for critical engagement with new literacies. Key words: multiliteracies, technology, video games, composing, alternative texts Dans cet article, les auteures presentent les resultats de leur analyse d’un vaste eventail d’activites de multilitteratie auxquelles se consacrent les garcons a l’adolescence et des types d’aptitudes et comprehensions qu’ils apprennent a maitriser au moyen de textes alternatifs. Les auteures se sont penchees tout particulierement sur les jeux video et la creation/composition comme activite d’apprentissage occupant une tres grande partie des heures passees en dehors de l’ecole. Leurs observations et les conversations qu’elles ont eues avec des garcons semblent indiquer qu’un apprentissage important a lieu a travers les jeux video et leur creation, ce qui remet en question l’affirmation selon laquelle les garcons ont des lacunes en litteratie et suggere plutot que les nouvelles litteraties offrent un potentiel sur lequel il y a lieu de reflechir. Mots cles : multilitteraties, technologie, jeux video, composition, textes alternatifs\",\"PeriodicalId\":40063,\"journal\":{\"name\":\"Canadian Journal of Education\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.2307/20466645\",\"citationCount\":\"91\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Canadian Journal of Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2307/20466645\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Canadian Journal of Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2307/20466645","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Social Sciences","Score":null,"Total":0}
Understanding the Power of New Literacies through Video Game Play and Design.
In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys’ time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that consumes a great deal of their out ‐ of ‐ school time. Our observations and conversations with adolescent boys suggest that significant, powerful learning is happening through video game play and creation, and calls into question claims that boys are not succeeding at literacy, instead suggesting the potential for critical engagement with new literacies. Key words: multiliteracies, technology, video games, composing, alternative texts Dans cet article, les auteures presentent les resultats de leur analyse d’un vaste eventail d’activites de multilitteratie auxquelles se consacrent les garcons a l’adolescence et des types d’aptitudes et comprehensions qu’ils apprennent a maitriser au moyen de textes alternatifs. Les auteures se sont penchees tout particulierement sur les jeux video et la creation/composition comme activite d’apprentissage occupant une tres grande partie des heures passees en dehors de l’ecole. Leurs observations et les conversations qu’elles ont eues avec des garcons semblent indiquer qu’un apprentissage important a lieu a travers les jeux video et leur creation, ce qui remet en question l’affirmation selon laquelle les garcons ont des lacunes en litteratie et suggere plutot que les nouvelles litteraties offrent un potentiel sur lequel il y a lieu de reflechir. Mots cles : multilitteraties, technologie, jeux video, composition, textes alternatifs
期刊介绍:
The Canadian Journal of Education (CJE) is a national peer-reviewed journal sponsored by the membership of the Canadian Society for the Study of Education. The CJE prioritizes research and scholarly writing that is of relevance to the Canadian education community. The journal is read by scholars worldwide, and aims to represent the valuable contributions that Canadian scholars in education continue to make to the field. The Journal accepts and publishes both French and English articles and book reviews. CJE on occasion also publishes international papers that shed light on shared issues and that include Canadian authors as references.