叙述的
课程
教育学
独创性
绘图(图形)
艺术
叙述性探究
主题分析
班级(哲学)
心理学
数学教育
视觉艺术
社会学
创造力
计算机科学
定性研究
艺术
社会心理学
文学类
统计
社会科学
数学
人工智能
作者
Jack Theodoulou,Jen Scott Curwood
出处
期刊:English teaching
[Emerald Publishing Limited]
日期:2023-05-01
卷期号:22 (2): 234-246
被引量:3
标识
DOI:10.1108/etpc-08-2022-0105
摘要
Purpose Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) What Remains of Edith Finch into an English Language Arts curriculum. Design/methodology/approach This case study examined the experiences of a classroom teacher and students in a Year 10 English class in Australia. Thematic analysis included a wide range of data, including interviews, surveys, observations and artefacts. Findings First, students demonstrated a strong understanding of the game as a narrative text, including essential components of narrative such as plot, characterisation, themes, settings and literary techniques. Second, students experienced a consistently high level of engagement and embodiment throughout the study as a consequence of the interactive, collaborative and multimodal nature of YA games. Third, the teacher discovered that he was able to achieve key curriculum outcomes with the videogame through re-imagining pedagogy. Originality/value A playful approach allows teachers and students to be curious about the diverse narrative pathways possible within YA games and offers new opportunities to experience embodiment within and through digital texts.
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