Author:
Bacalja Alexander,Nash Brady L.
Abstract
Purpose
This paper aims to explore the characteristics of playful literacies in case study research examining digital games in secondary English classrooms. It analyzes how educators use play as a resource for meaning-making and the impacts of play on student learning.
Design/methodology/approach
The authors used a keyword search in relevant academic databases to identify articles within specified search parameters. This was followed by bibliographic branching to identify additional articles. Following the identification of 30 articles, two rounds of open coding were used to identify themes for analysis.
Findings
The literature revealed five types of playful pedagogical practices: single-player gameplay, turn-taking gameplay, multiplayer play, play-as-design and little or no gameplay. Discussion of these findings suggests that classroom play was a highly social activity across case studies. Furthermore, boundaries between types of play and their contributions to learning were blurred and often disrupted normative approaches to curriculum and teaching.
Originality/value
Given the novelty of replacing traditional texts with digital games in English classrooms, this study represents an important moment to pause and review the literature to date on a particular, understudied aspect of digital games in English curricula: their playfulness. This is especially important given the innovative ways in which digital play can shift thinking about meaning-making and narrative, two historically dominant concerns within the discipline of English.
Subject
Linguistics and Language,Language and Linguistics,Education
Reference65 articles.
1. Engaging 21st-century adolescents: video games in the reading classroom;English Journal,2009
2. Hitting restart: learning and gaming in an Australian classroom;Journal of Adolescent and Adult Literacy,2015
3. Popular culture and literacy practices,2011
4. Literacy into action: digital games as action and text in the English and literacy classroom;Pedagogies: An International Journal,2011
5. Games as tools for dialogic teaching and learning: outlining a pedagogical model for researching and designing game-based learning environments,2018
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献