Henderson, Robyn (2010) Learning from computer games: literacy learning in a virtual world. In: Pullen, Darren Lee and Gitsaki, Christina and Baguley, Margaret, (eds.) Technoliteracy, discourse, and social practice: frameworks and applications in the digital age. IGI Publishing (IGI Global), Hershey, PA, United States, pp. 232-249. ISBN 978-1-60566-842-0
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Official URL: http://www.igi-global.com/reference/details.asp?id=34679
Identification Number or DOI: doi: 10.40IS/97S-1-60566-S42-0.ch0I4
Abstract
This chapter builds on James Gee’s (2003) description of the playing of computer games as the learning of a new literacy. To investigate this form of literacy learning from a player’s perspective, the author created an avatar and joined the online community of the Massively Multiplayer Online Game, the World of WarcraftTM produced by Blizzard Entertainment® (2004a). This autoethnographic approach to exploring the game’s linguistic, visual, audio, spatial and gestural elements of design provide an insider’s perspective of the meaning-making resources that were on offer. The chapter concludes with a tentative consideration of how understandings about the literacies used within a virtual world might inform the learning of literacies in schools and other educational institutions.
| Item Type: | Book Chapter (Commonwealth Reporting Category B) |
|---|---|
| Additional Information: | Chapter 14. Permanent restricted access to paper due to publisher copyright restrictions. See the Website location above for details. Print copy held in USQ Library at call no. 303.4834 Tec. |
| Uncontrolled Keywords: | autoethnography; computer literacy; case study; digital literacies; digital technologies; digital texts; discourse analysis; electronic learning (e-learning); multimodality; multimodal texts; online behaviour; online games; online community; real-world learning; social impact of technology; virtual communities; virtual community; virtual learning; 3-D graphics |
| Fields of Research (FOR2008): | 13 Education > 1302 Curriculum and Pedagogy > 130204 English and Literacy Curriculum and Pedagogy (excl. LOTE, ESL and TESOL) 19 Studies in Creative Arts and Writing > 1902 Film, Television and Digital Media > 190202 Computer Gaming and Animation 13 Education > 1399 Other Education > 139999 Education not elsewhere classified |
| Subjects: | 330000 Education > 330200 Curriculum Studies > 330201 Curriculum Studies - English Education 420000 Language and Culture > 420300 Cultural Studies > 420304 Screen and Media Culture |
| Socio-Economic Objective (SEO2008): | C Society > 95 Cultural Understanding > 9502 Communication > 950205 Visual Communication C Society > 95 Cultural Understanding > 9502 Communication > 950202 Languages and Literacy |
| ID Code: | 6008 |
| Deposited By: | |
| Deposited On: | 21 Dec 2009 21:00 |
| Last Modified: | 13 Apr 2012 14:31 |
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