Learning from computer games: literacy learning in a virtual world

Henderson, Robyn (2010) Learning from computer games: literacy learning in a virtual world. In: 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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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.


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Item Type: Book Chapter (Commonwealth Reporting Category B)
Refereed: Yes
Item Status: Live Archive
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.
Depositing User: Dr Robyn Henderson
Faculty / Department / School: Historic - Faculty of Education
Date Deposited: 21 Dec 2009 11:00
Last Modified: 06 Oct 2014 22:07
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
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
Identification Number or DOI: doi: 10.40IS/97S-1-60566-S42-0.ch0I4
URI: http://eprints.usq.edu.au/id/eprint/6008

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