教师在第一语言课堂上对《我的世界》的框架和对话促进

IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH
Thorkild Hanghøj
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引用次数: 0

摘要

相当多的研究证明了数字游戏如何应用于母语教育。然而,对于识字教师如何在课堂上将游戏作为多模态文本进行教学,目前还缺乏详细的研究。回顾早期在小学中使用沙盒游戏《我的世界》的实证研究,本文的目的是从对话的角度探讨如何在实践中实施特定的游戏挑战。基于游戏和素养、对话教育以及教师作为专业从业者的理论,本文提出了游戏作为教育挑战(GEC)模型,以了解L1教师如何构建特定的游戏挑战,并促进与学生就他们的游戏体验进行对话。该模型用于重新分析来自三所小学的教师如何通过不同的教学方法采用《我的世界》教学单元的实证例子。研究结果不仅显示了教师对游戏挑战的定义反映了他们对游戏的熟悉程度,还显示了他们如何以不同的方式教授游戏挑战并将其与课程目标联系起来。此外,我们还发现,教师在与学生进行游戏体验的课堂讨论时,对作者立场的协商存在很大差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Teachers’ framing and dialogic facilitation of Minecraft in the L1 classroom
A fairly large body of research has documented how digital games can be used in L1 education. However, there is still a lack of detailed studies on how literacy teachers go about teaching with games as multimodal texts in the classroom. Revisiting earlier empirical work on the use of the sandbox game Minecraft in primary school, the aim of this paper is to explore how a specific game challenge is enacted in practice as seen from a dialogic perspective. Drawing on theories on games and literacies, dialogic education, and teachers as professional practitioners, the paper presents the Game as Educational Challenge (GEC) model in order to understand how L1 teachers frame specific game challenges and facilitate dialogue with the students in relation to their game experiences. The model is used to reanalyse empirical examples of how teachers from three primary schools adopted a teaching unit with Minecraft through different pedagogical approaches. The findings show not only how the teachers’ framing of the game challenges reflected their familiarity with the game, but also how they taught and related the game challenges to curricular aims in different ways. Moreover, it is found that the teachers negotiated authorial positions quite differently when facilitating classroom discussions with students about their game experiences.
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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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