Learning from computer games: literacy learning in a virtual world

Henderson, Robyn ORCID: https://orcid.org/0000-0001-7906-766X (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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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.
Faculty/School / Institute/Centre: Historic - Faculty of Education (Up to 30 Jun 2013)
Faculty/School / Institute/Centre: Historic - Faculty of Education (Up to 30 Jun 2013)
Date Deposited: 21 Dec 2009 11:00
Last Modified: 05 Sep 2016 03:15
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 (2008): 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
Fields of Research (2020): 39 EDUCATION > 3901 Curriculum and pedagogy > 390104 English and literacy curriculum and pedagogy (excl. LOTE, ESL and TESOL)
36 CREATIVE ARTS AND WRITING > 3605 Screen and digital media > 360502 Computer gaming and animation
39 EDUCATION > 3999 Other Education > 399999 Other education not elsewhere classified
Socio-Economic Objectives (2008): 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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