“Game Terakoya class 1” walkthrough: Directing students’ post-game discussions, academic work and participatory work through goals, curriculum, materials and interactions

Author:

deHaan Jonathan1

Affiliation:

1. University of Shizuoka

Abstract

I designed a curriculum called the “Game Terakoya” (named for the Japanese Edo Period private schools that taught reading and writing) that connects games with language and literacy work. This paper is a walkthrough of my first concerted attempt to implement my combination of games and the pedagogy of multiliteracies in a typical class setting. I describe my mediation work, namely, setting specific goals, developing a curriculum and sequence of activities that targeted those goals, developing a grading rubric based on those goals, and developing materials and project work and being deliberate about my interactions with students around academic work and participatory project work. The class and I were successful in many ways, one of the most notable being most groups’ clear connections of gameplay to game discussions to intellectual work to participatory work. The class and I stumbled in some ways as well, such as one large group failing to collaborate and complete project work, and many students not providing enough reasons and details in their L2 project work worksheets. I suggest implications for other teachers’ classes and outline my numerous next steps to refine my continued explorations of games and multiliteracies pedagogy with my curriculum, materials and interactions with students.

Publisher

Ludic Language Pedagogy

Subject

Cell Biology,Molecular Biology,Orthopedics and Sports Medicine,Dermatology,Pharmacology (medical),General Pharmacology, Toxicology and Pharmaceutics,Dermatology,Pharmacology (medical),General Pharmacology, Toxicology and Pharmaceutics,Dermatology,Dermatology,Pharmacology,Physiology,General Medicine,Dermatology,General Medicine,Emergency Medicine,Sociology and Political Science,History,Literature and Literary Theory,Linguistics and Language,Language and Linguistics

Reference26 articles.

1. Buckingham, D. (2013). Media education: Literacy, learning and contemporary culture. John Wiley & Sons.

2. Cope, B., & Kalantzis, M. (Eds). (2000). Multiliteracies: Literacy learning and the design of social futures. London: Routledge.

3. Coleman, D. W. (2002). On foot in SIMCITY: Using SIMCOPTER as the basis for an ESL writing assignment. Simulation & Gaming, 33(2), 217-230.

4. Crookall, D. (2010). Serious games, debriefing, and simulation/gaming as a discipline. Simulation & gaming, 41(6), 898-920.

5. deHaan, J. (2011). Teaching and learning English through digital game projects. Digital Culture & Education, 3(1), 46-55.

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3