Categories
gaming

Video Games and Literacy

I found an article on commonalities between digital games and literacy by Apperley and Walsh, which articulates the significant educational value, particularly in the area of literacy for classroom activities. Direct quoting from Apperley and Walsh’s article, “By including the reading, writing and design of digital game paratexts (gaming language) in the literacy curriculum, teachers can actively and legitimately include digital games in their literacy instruction.” It assists teachers in identifying the elements of game play that would be appropriate for the demands of the literacy curriculum.

I have been discussing with colleagues about implementing gaming into classroom, and apparently, some people dislike the idea of taking away the fun part from what the students like to do and forcibly turning it into something educational. However, I understand the whole implementation of gaming as using the pre-existing gaming literacy skills into literacy teaching and curriculum rather than using it as a motivator as if we are trying to persuade students to feel the same kind of “fun” while learning. Young people already play by a certain set of “rules” in their gaming spaces, using characteristic tools and language, and holding certain values. There must be a value in gaming and teachers are trying to take away the goodness in it like what Apperley and Walsh are trying to argue: “[gaming literacy] provides an authentic segue between [the students’] immersion in gaming culture and gameplay practices and school-based literacy outcomes.” There is a strong correlation between the two, and I believe that it is the educators’ responsibility to make every means applicable to learning.

Then it comes down to the issue of “content.” I agree with Gee on the point that we certainly do “learn, use, and retain lots and lots of facts” (content), and these “facts come from and with the doing.” We discussed the value of bringing gaming into English language art classrooms during the seminar. I personally love playing video games, RPG (role-playing games), smartphone games, and all kinds of games in general. (I used to play video games until I realized that it was morning…) With that being said, I strongly agree with the idea that games incorporate learning principles. I personally think that I have been significantly influenced by

Also, to  support the quality and validity of literature in games, I want to draw attention to novelization of some games. There are great examples not only in North America, but the market is much larger in Asia. Video games transform into novels, movies, and comic books with considerable popularity. We do not even need to force our students to write a game script to make the topic applicable to English Language Art classes; just by discussing and treating it as a genre of literature and literacy, I think gaming has a space for education and learning in English classrooms.

 

Apperley, T., & Walsh, C. (2012). What digital games and literacy have in common: A heuristic for understanding pupils’ gaming literacy. Literacy, 46(3), 115-122.

Gee, J. (2005). Good Video Games and Good Learning. Phi Kappa Phi Forum, 85(2), 33-37.

Categories
computer-mediated communication Presentation

Thoughts on txting

As Internet and text messaging became viral, young people began to use innovating and unrecognizable expressions and txting languages to communicate. At first, as a linguistics major student, I felt that txting lingo and all those abbreviated letters are destroying not just English but languages in general just because it violates the standards to the extent that some texts are unrecognizable without an explanation. After reading Carrington’s article, his view on txting as a new genre that innovates and enriches language widened my perspective on this evolutionary change of expression. Yes, I agree that txting should be considered as a new form of communication as a cultivated mix of formal and informal language. Technology has brought this new form of language and according to some statistics, 95% of cell phone users between the age of 18 to 29 send text messages. However, texting is not even 20 years old and within this short period of time, this new form of language genre became extremely viral that even linguists feel threatened.

However, as Carrington points out himself, “there is also no room for an engagement with, or co-option of, new forms of text as they evolve around new technologies and social practices,” the language has a shifting trend without a policy or standard. This may help develop stylistic adaptations that account for the loss of socioemotional features, but at the same time, it can also cause communication error between people who use txting language and who do not. This I believe is the main reason for why older generations tend to regard txting language as a disease.

In Korea, there is a chat app namely KakaoTalk, which is similar to What’s App. The total number of registered users, as of April 2014, is 140 millions worldwide. From children to elderly, almost everyone in Korea use this app instead of using SMS text messaging. The app allows you to send pictures, videos, create a group chat, create a poll, calendar, voice call, and connect to personal blogs. On top of these functions, the app provides animated and vivacious emoticons. As Whitney mentioned in class, some people are evidently clever at using the perfect emoticons at the right situation. These emoticons are upgrades from what Facebook or special characters that smartphones already provide. I think the meanings are quite self-explanatory.

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The app is not only used among young generation, but it also allows parents to communicate with children, teachers with students, businessmen with businessmen and even people who meet on craigslist communicate through KakaoTalk. Some people even post the screenshots of their conversations with others to tell stories. It has become such a powerful mean of communication and culture that no other form of language or text can allow us to do.

Part of the reason I believe is being able to express feelings and emotions that we were not able to convey through texts. We already have been through hundredfold of linguistic transformation throughout the ages. The problem is not only about txt language signifies a decline in language nor it evolving spoken language; but we should also focus on side effects. My only concern at the moment is how we can educate our students to differentiate between txt language and academic language. Not every teacher will be able to teach the difference unless they fully understand what txt language is.

Carrington, Victoria. “Txting: the end of civilization (again)?” Cambridge Journal of Education 35.2 (2005): 161-175. Web. 8 July 2014.

Categories
Media Project II

Media Project 2 – Song of “The Arrival

 

LLED 368 Media Project 2

 
https://www.youtube.com/watch?v=ep7znxJ6dAQ

 

-Rachel, Kelly, Jenny K.

Idioms Stop-Motion – Jenny K., Kelly, Rachel

Stop! It’s idiom time.

Rationale: LLED 368 Media Project 1

Please enjoy our video (again?) and leave comments or questions.

 

 

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