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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Text (Documentation)
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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) |
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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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