4,079 research outputs found

    Using gaming paratexts in the literacy classroom

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    This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts

    Parsing the Australian English curriculum: Grammar, multimodality and cross-cultural texts

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    The release of the Australian Curriculum English (ACE) by the Australian Curriculum, Assessment and Reporting Authority (ACARA) has revived debates about the role of grammar as English content knowledge. We consider some of the discussion circulating in the mainstream media vis-à-vis the intent of the ACE. We conclude that this curriculum draws upon the complementary tenets of traditional Latin-based grammar and systemic functional linguistics across the three strands of Language, Literature and Literacy in innovative ways. We argue that such an approach is necessary for working with contemporary multimodal and cross-cultural texts. To demonstrate the utility of this new approach, we draw out a set of learning outcomes from Year 6 and then map out a framework for relating the outcomes to the form and function of multimodal language. As a case in point, our analysis is of two online Coca-Cola advertising texts, one each from South Korea and Australia

    Toward a Multifaceted Heuristic of Digital Reading to Inform Assessment, Research, Practice, and Policy

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    In this commentary, the author explores the tension between almost 30 years of work that has embraced increasingly complex conceptions of digital reading and recent studies that risk oversimplifying digital reading as a singular entity analogous with reading text on a screen. The author begins by tracing a line of theoretical and empirical work that both informs and complicates our understanding of digital literacy and, more specifically, digital reading. Then, a heuristic is proposed to systematically organize, label, and define a multifaceted set of increasingly complex terms, concepts, and practices that characterize the spectrum of digital reading experiences. Research that informs this heuristic is used to illustrate how more precision in defining digital reading can promote greater clarity across research methods and advance a more systematic study of promising digital reading practices. Finally, the author discusses implications for assessment, research, practice, and policy

    A Review of the "Digital Turn" in the New Literacy Studies

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    Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts. This article reviews a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications. The article engages with the central theoretical, methodological, and pragmatic challenges in the tradition of New Literacy Studies, while highlighting the distinctive trends in the digital strand. It identifies common patterns across new literacy practices through cross-comparisons of ethnographic research in digital media environments. It examines ways in which this research is taking into account power and pedagogy in normative contexts of literacy learning using the new media. Recommendations are given to strengthen the links between New Literacy Studies research and literacy curriculum, assessment, and accountability in the 21st century

    Unpacking and Illustrating Coiro’s Multifaceted Heuristic of Digital Reading Through the Development of the COT-R Assessment

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    Although much research exists on digital reading, confusion about literacy terminology persists. Inspired by a recent article in Reading Research Quarterly, the authors explore a multifaceted heuristic of digital reading developed by Julie Coiro. The heuristic, which offers a way to systematically organize, label, and define complex terms, concepts, and practices related to digital reading experiences, served as a reference point to examine the authors’ journey of defining digital reading. Highlighting three aspects of Coiro’s heuristic--text, activity, and context--the authors begin by describing the development of an authentic online reading assessment instrument (COT-R), which focuses on elementary students’ processes of online text navigation and evaluation. The authors then unpack the complexities of defining digital reading encountered during the evolution of the assessment instrument. In addition, they argue for increased attention on hyperlinks, which they found to be a defining text feature of online reading

    Literacy for digital futures : Mind, body, text

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    The unprecedented rate of global, technological, and societal change calls for a radical, new understanding of literacy. This book offers a nuanced framework for making sense of literacy by addressing knowledge as contextualised, embodied, multimodal, and digitally mediated. In today’s world of technological breakthroughs, social shifts, and rapid changes to the educational landscape, literacy can no longer be understood through established curriculum and static text structures. To prepare teachers, scholars, and researchers for the digital future, the book is organised around three themes – Mind and Materiality; Body and Senses; and Texts and Digital Semiotics – to shape readers’ understanding of literacy. Opening up new interdisciplinary themes, Mills, Unsworth, and Scholes confront emerging issues for next-generation digital literacy practices. The volume helps new and established researchers rethink dynamic changes in the materiality of texts and their implications for the mind and body, and features recommendations for educational and professional practice

    From corporeality to virtual reality: theorizing literacy, bodies, and technology in the emerging media of virtual, augmented, and mixed realities

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    This dissertation explores the relationships between literacy, technology, and bodies in the emerging media of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). In response to the recent, rapid emergence of new media forms, questions arise as to how and why we should prepare to compose in new digital media. To interrogate the newness accorded to new media composing, I historicize the literacy practices demanded by new media by examining digital texts, such as video games and software applications, alongside analogous “antiquated” media, such as dioramas and museum exhibits. Comparative textual analysis of analogous digital and non-digital VR, AR, and MR texts reveals new media and “antiquated” media utilize common characteristics of dimensionality, layering, and absence/presence, respectively. The establishment of shared traits demonstrates how media operate on a continuum of mutually held textual practices; despite their distinctive forms, new media texts do not represent either a hierarchical or linear progression of maturing development. Such an understanding aids composing in new VR, AR, and MR media by enabling composers to make fuller use of prior knowledge in a rapidly evolving new media environment, a finding significant both for educators and communicators. As these technologies mature, we will continue to compose both traditional and new forms of texts. As such, we need literacy theory that attends to both the traditional and the new and also is comprehensive enough to encompass future acts of composing in media yet to emerge

    Comics for inclusive, technology-enhanced language learning

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    The visual language of comics is widely understood, and comics are now used for teaching and learning, for raising awareness and for dissemination. Comics offer a creative alternative for teaching that motivates and engages struggling and reluctant readers. How can foreign language teachers of English be supported to create inclusive, technology-enhanced teaching and learning with comics? This chapter synthesises literature from cognitive psychology, neuroscience of storytelling and education to better explain why comics are effective and can address the challenges of learners with specific learning difficulties such as dyslexia who may have a range of issues associated with reading, writing, memory, attention and motivation. Current teaching practices, including methods and resources, are reviewed to understand how teachers can be supported. A new perspective highlights the importance of narrative and emotions in comics and how multimodal and transmedia approaches, using web-comics, can be used to support inclusive foreign language teaching

    Exploring reading in social semiotics: theory and methods

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    The aim of this paper is to critically review how social semiotics has contributed to the study of reading and to develop an agenda for further research. We consider the theoretical and methodological resources that social semiotics has developed to account for multimodal text in the contemporary semiotic landscape, and explore how they can be used to teach critical reading skills to young people to support their participation in different social domains. We reflect on the possibilities and limitations of different analytical frameworks, highlighting barriers and possibilities for advancing social semiotic scholarship on reading and beyond. We end with a sketch of a new research agenda for social semiotics, in the light of technological change and its implications for reading

    Enfrentando os desafios do design de textos multimodais para promover a pedagogia das multiliteracias

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    This article aims to add to the understanding of the challenges involved in designing digital texts to promote multiliteracies pedagogy. A multiliteracies approach calls for multimodal meaning-making and cultural diversity to be integrated into new school curriculum content, and accordingly, we analyse an interactive children’s story app, named Mobeybou in Brazil. The re-search question addressed was: what can we learn about the design of multimodal texts aimed at promoting intercultural learning from the design of this story app? The app incorporates tangible and digital storytelling materials to promote intercultural skills among young children, focusing specifically on Brazil. Mobeybou in Brazil was studied to characterize the design of its multimodal representations of meaning, using categories from the grammar of storytelling and multimodal meaning-making, particularly those concerned with representing the experiential diversity and personal positioning of the app users. The findings provide evidence of the complexity involved in designing multimodal texts to meet the challenges of promoting multiliteracies pedagogy, highlighting the urgent need to narrow the interface between research undertaken in education, semiotics, and digital media design. The article concludes by identifying the study’s limitations and some future developments.Este artigo pretende contribuir para a compreensão dos desafios colocados pelo design de textos digitais especificamente destinados a promover a pedagogia das multiliteracias. Esta abordagem pedagógica defende que a compreensão e produção de significados multimodais e a diversidade cultural são conteúdos incontornáveis no novo currículo escolar. Apresentamos o estudo de uma story app multimodal interativa, intitulada Mobeybou no Brasil, desenvolvida para dar resposta à seguinte questão de investigação: o que se pode aprender sobre o design de textos multimodais destinados a promover a aprendizagem intercultural a partir do design desta story app? Na nossa análise, utilizamos categorias da gramática da narrativa e da representação multi-modal incidentes na representação da diversidade experiencial e do posicionamento pessoal dos utilizadores. Os resultados sugerem a complexidade envolvida no design de textos multimodais que respondem aos desafios da pedagogia das multiliteracias, salientando a necessidade urgen-te do estreitamento da colaboração entre a investigação realizada nas áreas da educação, da se-miótica e do design de média digitais. Por fim, identificamos as limitações do estudo, apontando alguns desenvolvimentos futuros.This research is funded by the FCT within the scope of the project PTDC/CEDEDG/ 0736/2021, by CIEd – Research Centre on Education, Institute of Education, University of Minho, projects UIDB/01661/2020 and UIDP/01661/2020, through national funds of FCT/MCTES-PT, and by the LARSyS - FCT Plurianual funding 2020-202
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