7 research outputs found

    How to teach digital reading?

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    This paper offers a discussion of the knowledge, skills, and awareness involved in digital reading. Reading, in this paper, is used in the broader sense to include deriving meaning from media on a digital screen. This paper synthesises key ideas from existing studies and presents a taxonomy for the teaching of digital reading. The taxonomy includes the development of: 1) the knowledge of linear and deep reading strategies; 2) basic and critical information skills; and 3) a multimodal semiotic awareness. The goal of this paper is to unpack the specific knowledge and skills for digital reading which will support educators, including classroom teachers and librarians, on the aspects to pay attention to as students engage in digital reading. This paper argues that, in addition to equipping students with the knowledge of reading strategies and information skills, an awareness of how the various semiotic modes make meaning is fundamental to effective digital reading

    A MULTIMODAL DISCOURSE ANALYSIS OF VIDEO GAMES: A LUDONARRATIVE MODEL

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    Ph.DDOCTOR OF PHILOSOPH

    An Analysis of Open World PvP in LOTRO's PvMP as a Case Study for PvP Games

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    oai:ojs.press-start.gla.ac.uk:article/2This article focuses on the analysis of emergent gameplay, based on a case study of the author's subjective gameplay experience of Player versus Monster Player (PvMP) in The Lord of the Rings Online (LOTRO). The argument presented here is that although there is a core system of Player versus Player (PvP) which LOTRO shares with other online games, each type of online game has a specific kind of PvP system which attracts players to engage in the gameplay. For instance, the open world sandbox type of PvP attracts certain players to play in LOTRO's PvMP. One of the main aims of this study is thus to investigate some of the core systems of PvP gameplay in open world sandbox PvP. In this article, LOTRO is shown to offer unique opportunities for studying emergent gameplay in open world games, with particular relevance to PvP studies. Two of the core systems of PvP discussed include the design of the simple gameplay rules to support emergent gameplay, and the community's attitudes towards player's behaviours. The types of emergent gameplay discussed include free play versus negotiated fair play, the players' utilisation of strategies in open world PvP to support collaborative and competitive gameplay, and the changing dynamics of open ended gameplay. It is hoped that the analysis provided in this article would form the­ basis of future work on a more general framework for understanding PvP in other online games

    An Analysis of Open World PvP in LOTRO's PvMP as a Case Study for PvP Games

    No full text
    This article focuses on the analysis of emergent gameplay, based on a case study of the author's subjective gameplay experience of Player versus Monster Player (PvMP) in The Lord of the Rings Online (LOTRO). The argument presented here is that although there is a core system of Player versus Player (PvP) which LOTRO shares with other online games, each type of online game has a specific kind of PvP system which attracts players to engage in the gameplay. For instance, the open world sandbox type of PvP attracts certain players to play in LOTRO's PvMP. One of the main aims of this study is thus to investigate some of the core systems of PvP gameplay in open world sandbox PvP. In this article, LOTRO is shown to offer unique opportunities for studying emergent gameplay in open world games, with particular relevance to PvP studies. Two of the core systems of PvP discussed include the design of the simple gameplay rules to support emergent gameplay, and the community's attitudes towards player's behaviours. The types of emergent gameplay discussed include free play versus negotiated fair play, the players' utilisation of strategies in open world PvP to support collaborative and competitive gameplay, and the changing dynamics of open ended gameplay. It is hoped that the analysis provided in this article would form the­ basis of future work on a more general framework for understanding PvP in other online games. </p

    Instructional strategies and linguistic features of kindergarten teachers’ shared book reading:The case of Singapore

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    Teachers' language practice during shared book reading may significantly affect the rate and outcome of early language proficiency. The current study has focused on 37 kindergarten teachers and 440 4-to 5-year-old kindergartners during their shared book reading sessions in Singapore, exploring teachers' variation in instructional strategies and linguistic features, and its relations with children's language development and teacher's background. Results demonstrated that teacher's language strategies and linguistic features varied considerably. Instructional strategies with a medium level of cognitive load were found to be positively related to children's growth in receptive vocabulary and word reading skills. Teacher's lexical sophistication was found to be positively associated with children's vocabulary size. Years of teaching experience was revealed to predict teacher's variation in medium-level instructions
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