Bridging Literacies with Videogames by Hannah R. Gerber

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By Hannah R. Gerber

Bridging Literacies with Videogames offers a global point of view of literacy practices, gaming tradition, and standard education. that includes reports from Australia, Colombia, South Korea, Canada, and the us, this edited quantity addresses studying in basic, secondary, and tertiary environments with subject matters regarding: • re-creating worlds and texts • great multiplayer moment language studying • videogames and lecture room studying those different subject matters will supply students, lecturers, and curriculum builders with empirical help for bringing videogames into school room areas to foster that means making. Bridging Literacies with Videogames is a vital textual content for undergraduates, graduates, and college drawn to contemporizing studying with the medium of the videogame.

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Bridging Literacies with Videogames

Bridging Literacies with Videogames presents a world viewpoint of literacy practices, gaming tradition, and conventional education. that includes reports from Australia, Colombia, South Korea, Canada, and the us, this edited quantity addresses studying in basic, secondary, and tertiary environments with themes regarding: • re-creating worlds and texts • large multiplayer moment language studying • videogames and lecture room studying those various subject matters will offer students, academics, and curriculum builders with empirical aid for bringing videogames into lecture room areas to foster that means making.

Extra resources for Bridging Literacies with Videogames

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2009). Literacy in the digital age: Learning from computer games. English in Education, 43(2), 162–175. Curwood, J. , & Lammers, J. (2013). Writing in the wild: Writers’ motivation in fanbased affinity spaces. Journal of Adolescent and Adult Literacy, 56(8), 677–685. Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. London, UK: Routledge. Gee, J. , & Hayes, E. R. (2011). Language and learning in the digital age. New York, NY: Routledge. Gerber, H. , & Price, D.

RPG Maker XP provides customizable videogame content, and more design content is available online for download, installation, and use. Though RPG Maker XP is representative of older, less advanced videogames, Josh asked the students to work with the affordances and constraints of the design engine to adapt or extend their storyworld. In this chapter, I focus on the considerations Roger made when using the videogame design engine to extend his storyworld, Förvanskaad, in a videogame 31 R. M. RISH demo he created for the Swords & Spaceships class.

All of these ideas, suggestions, conflicts, and resolutions are recorded on a basic wiki page, often in real-time as the discussion happens in class. In addition to this, I give students short writing assignments that require them to flesh out one or more of the areas of the metanarrative that most interests them. While this accomplishes the necessary task of record keeping, it’s also a low-stakes writing assignment, a warm up where students can flex their writing muscles and receive feedback from their peers and the instructor.

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