{"title":"复活节彩蛋和符号学线索:早期青少年参与编程写作时的嵌入意义","authors":"J. Hagge","doi":"10.1108/etpc-07-2020-0077","DOIUrl":null,"url":null,"abstract":"\nPurpose\nThe purpose of this paper is to examine the ways in which early adolescent programmers embed meaning in their digital media created within an online programming community called Scratch.\n\n\nDesign/methodology/approach\nThe author completed an 18-month descriptive case study with 5 early adolescent participants. The research design included a multimodal analytic analysis of participant artifacts and inductive analysis of semi-structured interviews and transcription frames.\n\n\nFindings\nParticipants embedded meaning to achieve four primary purposes, namely, to guide visitors through exhibits, to story, to engage in conversation and to game. To achieve each goal, the participants embedded unique semantic cues within specific Scratch structures.\n\n\nResearch limitations/implications\nQuestions for how researchers in literacy and learning can further explore meaning-making within programming-as-writing are suggested.\n\n\nPractical implications\nConnections to the supportive structures within Scratch are discussed in the context of programming-as-writing. Considerations regarding the use of Scratch to promote programming-as-writing are provided for educators.\n\n\nOriginality/value\nThe findings in this study provide an introductory step toward an enhanced understanding of the ways in which youth embed meaning into digital media as they engage in programming-as-writing. Although coding has been researched within the context of computer science, the use of coding in multimodal composition should be explored as it relates to literacy practices.\n","PeriodicalId":45885,"journal":{"name":"English Teaching-Practice and Critique","volume":"38 1","pages":""},"PeriodicalIF":0.8000,"publicationDate":"2021-09-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Easter eggs and semiotic cues: embedded meaning as early adolescents engage in programming-as-writing\",\"authors\":\"J. Hagge\",\"doi\":\"10.1108/etpc-07-2020-0077\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\nPurpose\\nThe purpose of this paper is to examine the ways in which early adolescent programmers embed meaning in their digital media created within an online programming community called Scratch.\\n\\n\\nDesign/methodology/approach\\nThe author completed an 18-month descriptive case study with 5 early adolescent participants. The research design included a multimodal analytic analysis of participant artifacts and inductive analysis of semi-structured interviews and transcription frames.\\n\\n\\nFindings\\nParticipants embedded meaning to achieve four primary purposes, namely, to guide visitors through exhibits, to story, to engage in conversation and to game. To achieve each goal, the participants embedded unique semantic cues within specific Scratch structures.\\n\\n\\nResearch limitations/implications\\nQuestions for how researchers in literacy and learning can further explore meaning-making within programming-as-writing are suggested.\\n\\n\\nPractical implications\\nConnections to the supportive structures within Scratch are discussed in the context of programming-as-writing. Considerations regarding the use of Scratch to promote programming-as-writing are provided for educators.\\n\\n\\nOriginality/value\\nThe findings in this study provide an introductory step toward an enhanced understanding of the ways in which youth embed meaning into digital media as they engage in programming-as-writing. Although coding has been researched within the context of computer science, the use of coding in multimodal composition should be explored as it relates to literacy practices.\\n\",\"PeriodicalId\":45885,\"journal\":{\"name\":\"English Teaching-Practice and Critique\",\"volume\":\"38 1\",\"pages\":\"\"},\"PeriodicalIF\":0.8000,\"publicationDate\":\"2021-09-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"English Teaching-Practice and Critique\",\"FirstCategoryId\":\"95\",\"ListUrlMain\":\"https://doi.org/10.1108/etpc-07-2020-0077\",\"RegionNum\":4,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"English Teaching-Practice and Critique","FirstCategoryId":"95","ListUrlMain":"https://doi.org/10.1108/etpc-07-2020-0077","RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Easter eggs and semiotic cues: embedded meaning as early adolescents engage in programming-as-writing
Purpose
The purpose of this paper is to examine the ways in which early adolescent programmers embed meaning in their digital media created within an online programming community called Scratch.
Design/methodology/approach
The author completed an 18-month descriptive case study with 5 early adolescent participants. The research design included a multimodal analytic analysis of participant artifacts and inductive analysis of semi-structured interviews and transcription frames.
Findings
Participants embedded meaning to achieve four primary purposes, namely, to guide visitors through exhibits, to story, to engage in conversation and to game. To achieve each goal, the participants embedded unique semantic cues within specific Scratch structures.
Research limitations/implications
Questions for how researchers in literacy and learning can further explore meaning-making within programming-as-writing are suggested.
Practical implications
Connections to the supportive structures within Scratch are discussed in the context of programming-as-writing. Considerations regarding the use of Scratch to promote programming-as-writing are provided for educators.
Originality/value
The findings in this study provide an introductory step toward an enhanced understanding of the ways in which youth embed meaning into digital media as they engage in programming-as-writing. Although coding has been researched within the context of computer science, the use of coding in multimodal composition should be explored as it relates to literacy practices.
期刊介绍:
English Teaching: Practice and Critique seeks to promote research and theory related to English literacy that is grounded in a range of contexts: classrooms, schools and wider educational constituencies. The journal has as its main focus English teaching in L1 settings. Submissions focused on EFL will be considered only if they have clear pertinence to English literacy in L1 settings. It provides a place where authors from a range of backgrounds can identify matters of common concern and thereby foster broad professional communities and networks. Where possible, English Teaching: Practice and Critique encourages comparative approaches to topics and issues. The journal published three types of manuscripts: research articles, essays (theoretical papers, reviews, and responses), and teacher narratives. Often special issues of the journal focus on distinct topics; however, unthemed manuscript submissions are always welcome and published in most issues.