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Technology and multimodal texts must be included as part of the
literacies we teach in 21st century schools. Implementing multiple
modes of literacy requires that teachers shift their focus toward
multiple genres and modes of text. This shift to the visual
requires that teachers consider how students read images in the
classroom, address visual literacy, and engage students in
constructing visual texts. Students already live and communicate in
a virtual world connected by expansive networks, and many also read
young adult literature. Given this, researchers and practitioners
in the field examine ways texts written for students can be
combined with digital tools to craft more critical conversations
around literary response and digital media consumption and
production. This book explores ways adolescents read, engage, and
construct meaning within the world around them and examines how
teachers can leverage the use of young adult literature with
digital practices within their classrooms.
This book considers the practical intersection between digital
media and young adult texts. In these books, teachers and teacher
educators offer practical examples for engaging students with
crafting critical responses to young adult literature through
digital spaces. It examines how teachers can use these spaces to
help students encounter, evaluate, and engage in the world in which
they live. Young adult literature offers a vehicle through which
students can discuss and explore the world in a more removed
manner, while digital media offers a paradigm for helping students
craft multimodal responses that extend beyond the traditional
literary essay. This intersection asks teachers to consider how
they are asking students to interact with the texts they read. It
asks them to invite students to enter and contribute to broader
conversations through the production of their own texts. This book
illustrates pedagogical principles in practice, showing what is
possible in literature study in classrooms.
The possibilities of gaming for transformative and equity-driven
instructional teaching practice are more robust than ever before.
And yet, support for designing playful learning opportunities are
too often not addressed or taught in professional development or
teacher education programs. Considering the complex demands in
public schools today and the niche pockets of extracurricular
engagement in which youth find themselves, Playing with Teaching
serves as a hands-on resource for teachers and teacher educators.
Particularly focused on how games - both digital and non-digital -
can shape unique learning and literacy experiences for young people
today, this book's chapters look at numerous examples that
educators can bring into their classrooms today. By exploring how
teachers can support literacy practices through gaming, this volume
provides specific strategies for heightening literacy learning and
playful experiences in classrooms. The classroom examples of
gameful teaching described in each chapter not only provide
practical examples of games and learning, but offer critical
perspectives on why games in literacy classrooms matter today.
Through depictions of cutting-edge of powerful and playful
pedagogy, this book is not a how-to manual. Rather, Playing with
Teaching fills a much-needed space demonstrating how games are
applied in classrooms today. It is an invitation to reimagine
classrooms as spaces to newly investigate playful approaches to
teaching and learning with adolescents. Roll the dice and give
playful literacy instruction a try. Contributors are: Jill
Bidenwald, Jennifer S. Dail, Elizabeth DeBoeser, Antero Garcia, Kip
Glazer, Emily Howell, Lindy L. Johnson, Rachel Kaminski Sanders,
Jon Ostenson, Chad Sansing, and Shelbie Witte.
Recognizing the vast numbers of old and young people alike that
interact, socialize, and learn through gameplay, this book explores
research approaches to games, their literacies, and the pedagogical
possibilities of play. Consequentially, this volume is rooted in
the idea that powerful forms of learning, communication, and
multimodal production occur through and because of gaming. These
profound literacy practices can mirror traditional literacies but
the educational field's approach to engaging in a pedagogy of
playful literacies has been largely scattershot. By bringing
together diverse voices, contexts, and research designs, the
chapters in this volume present a snapshot of 21st century literacy
practices at work and at play. Organized into two parts, Studying
Gaming Literacies explores the rich methodological approaches to
gaming literacies scholarship as well as the possibilities of
engaging in research in both classrooms and informal learning
settings. With a robust set of context-specific approaches, this
book acts less as a how-to manual for equity-driven scholarship
than as a companion to support and undergird other research and
pedagogical approaches to play and gaming in literacy-rich learning
environments. Focused on presenting scholarly approaches to gaming
research, this volume, too, presents pedagogical takeaways for
educators, for students, and for game designers and curators.
Across the seven case studies presented in this volume, we call for
intentional playful practices in educational research. The
literacies of play are myriad and complex and - particularly in the
name of educational equity - they demand to be studied, uplifted,
and leveraged for academic achievement. Contributors are: Jolynn
Asato, Ali Carr-Chellman, Sebastian Castano, Laura D'Aveta,
Jennifer S. Dail, Jason Engerman, James Paul Gee, Robert Hein,
Michael Hernandez, Ellen Middaugh, Raul Alberto Mora , Shannon
Mortimore-Smith, Tyrone Steven Orrego, Daniel Ramirez, Nate
Turcotte, Shelbie Witte, and Jennifer Wyld.
The possibilities of gaming for transformative and equity-driven
instructional teaching practice are more robust than ever before.
And yet, support for designing playful learning opportunities are
too often not addressed or taught in professional development or
teacher education programs. Considering the complex demands in
public schools today and the niche pockets of extracurricular
engagement in which youth find themselves, Playing with Teaching
serves as a hands-on resource for teachers and teacher educators.
Particularly focused on how games - both digital and non-digital -
can shape unique learning and literacy experiences for young people
today, this book's chapters look at numerous examples that
educators can bring into their classrooms today. By exploring how
teachers can support literacy practices through gaming, this volume
provides specific strategies for heightening literacy learning and
playful experiences in classrooms. The classroom examples of
gameful teaching described in each chapter not only provide
practical examples of games and learning, but offer critical
perspectives on why games in literacy classrooms matter today.
Through depictions of cutting-edge of powerful and playful
pedagogy, this book is not a how-to manual. Rather, Playing with
Teaching fills a much-needed space demonstrating how games are
applied in classrooms today. It is an invitation to reimagine
classrooms as spaces to newly investigate playful approaches to
teaching and learning with adolescents. Roll the dice and give
playful literacy instruction a try. Contributors are: Jill
Bidenwald, Jennifer S. Dail, Elizabeth DeBoeser, Antero Garcia, Kip
Glazer, Emily Howell, Lindy L. Johnson, Rachel Kaminski Sanders,
Jon Ostenson, Chad Sansing, and Shelbie Witte.
Recognizing the vast numbers of old and young people alike that
interact, socialize, and learn through gameplay, this book explores
research approaches to games, their literacies, and the pedagogical
possibilities of play. Consequentially, this volume is rooted in
the idea that powerful forms of learning, communication, and
multimodal production occur through and because of gaming. These
profound literacy practices can mirror traditional literacies but
the educational field's approach to engaging in a pedagogy of
playful literacies has been largely scattershot. By bringing
together diverse voices, contexts, and research designs, the
chapters in this volume present a snapshot of 21st century literacy
practices at work and at play. Organized into two parts, Studying
Gaming Literacies explores the rich methodological approaches to
gaming literacies scholarship as well as the possibilities of
engaging in research in both classrooms and informal learning
settings. With a robust set of context-specific approaches, this
book acts less as a how-to manual for equity-driven scholarship
than as a companion to support and undergird other research and
pedagogical approaches to play and gaming in literacy-rich learning
environments. Focused on presenting scholarly approaches to gaming
research, this volume, too, presents pedagogical takeaways for
educators, for students, and for game designers and curators.
Across the seven case studies presented in this volume, we call for
intentional playful practices in educational research. The
literacies of play are myriad and complex and - particularly in the
name of educational equity - they demand to be studied, uplifted,
and leveraged for academic achievement. Contributors are: Jolynn
Asato, Ali Carr-Chellman, Sebastian Castano, Laura D'Aveta,
Jennifer S. Dail, Jason Engerman, James Paul Gee, Robert Hein,
Michael Hernandez, Ellen Middaugh, Raul Alberto Mora , Shannon
Mortimore-Smith, Tyrone Steven Orrego, Daniel Ramirez, Nate
Turcotte, Shelbie Witte, and Jennifer Wyld.
This book considers the practical intersection between digital
media and young adult texts. In these books, teachers and teacher
educators offer practical examples for engaging students with
crafting critical responses to young adult literature through
digital spaces. It examines how teachers can use these spaces to
help students encounter, evaluate, and engage in the world in which
they live. Young adult literature offers a vehicle through which
students can discuss and explore the world in a more removed
manner, while digital media offers a paradigm for helping students
craft multimodal responses that extend beyond the traditional
literary essay. This intersection asks teachers to consider how
they are asking students to interact with the texts they read. It
asks them to invite students to enter and contribute to broader
conversations through the production of their own texts. This book
illustrates pedagogical principles in practice, showing what is
possible in literature study in classrooms.
Technology and multimodal texts must be included as part of the
literacies we teach in 21st century schools. Implementing multiple
modes of literacy requires that teachers shift their focus toward
multiple genres and modes of text. This shift to the visual
requires that teachers consider how students read images in the
classroom, address visual literacy, and engage students in
constructing visual texts. Students already live and communicate in
a virtual world connected by expansive networks, and many also read
young adult literature. Given this, researchers and practitioners
in the field examine ways texts written for students can be
combined with digital tools to craft more critical conversations
around literary response and digital media consumption and
production. This book explores ways adolescents read, engage, and
construct meaning within the world around them and examines how
teachers can leverage the use of young adult literature with
digital practices within their classrooms.
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