How can they support the development of literacy?

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Presentation transcript:

How can they support the development of literacy? Why Games? How can they support the development of literacy?

English Teaching Multi-modal approaches support and engage those perceived to be struggling ‘academically’ Narratives in games stimulate imagination and creative story-writing (Fox 1993) Games provide models for a variety of language types Increasing importance of multi-modal communication (written, aural, visual)

Games are play not learning … ‘Because we see each new activity as ‘a problem’ we miss the opportunity either to harness children’s emerging capabilities or to offer a progress and continuity to them.’ Stephen Heppell in Gamble, N Ed (2000)

ICT and Literacy ICT (Information and Communications Technology) stands in interesting relation to literacy, being as it is capable both of supporting and promoting the basic skills of reading and writing – the dominant classroom definition of literacy (Papert 1993). Yet it carries with it the inevitability of extending that definition into a model of literacy which acknowledges, sine qua non, that literacy is a dynamic concept extending beyond the basic acquisition of reading and writing skills. Brindley, S ICT and Literacy in Gamble, N Ed (2000)

Reading Games Interpret instructions and clues Process information Create own narrative response to game-play (multi-linear narratives) The computer game is ‘more than a game’ it can also be a form of fiction making Atkins, B (2003) Analyse specific features of games as media texts or as ‘game fictions’ (ibid)

Writing in its Broadest Sense Motivation of an authentic purpose & audience Analyse text when playing; produce text through authoring Explain and Describe write instructions develop clues create descriptions for players Analyse and Evaluate imitate the styles used in the games they play compare stories presented in different media Imagine, Explore and Entertain create and sustain narrative context of game write scripts, back stories and cut scenes

Suggested Reading/References Andrews, A Ed (2004) The Impact of ICT on Literacy Education, Routledge Atkins, B (2003) More Than a Game: The Computer Game as Fictional Form, Manchester Gamble, N Ed (2000) ICT and Literacy, Continuum Gee, J P (2003) What Video Games Have to Teach Us About Learning and Literacy, Palgrave

Contact donna@imed.co.uk gary@imed.co.uk www.immersiveeducation.eu/missionmaker