Editorial.
Beavis, Catherine ; Bradford, Clare ; O'Mara, Joanne 等
Literacy remains one of the central goals of schooling, but the
ways in which it is understood are changing due to the growth of the
network society and the ubiquity of information and communications
technology (ICT). Much can be learnt about students and their literacy
practices from the exploration of their engagement with digital
culture--particularly computer games--from their out-of-school
lifeworlds. Youth's engagement with computer games and virtual
worlds signals significant changes to traditional forms of literacy.
Older, print-based forms now take their place alongside a mix of newer
multimodal forms, where a wide range of elements such as image, sound,
movement, light, colour and interactivity often supplant the printed
word and contribute to new ways of meaning-making. For young people to
be fully literate in the twenty-first century, they need to understand
how digital texts organise and prioritise knowledge and information, and
to recognise and be critically informed about the global context in
which this occurs. That is, to be effective members of society, students
need to become critical and capable users of both print and multimodal
literacies, and be able to bring informed and analytic perspectives to
bear on the diversity of texts they encounter in everyday life. This
signals a need for teaching and learning to be transformed in ways that
make it relevant and useful for all students by providing increased
opportunities to build proficiency in the skills and knowledge needed in
the ICT-based world of the twenty-first century. This is part of
schools' larger challenge to build robust connections between
school and the world beyond, to meet the needs of all students, and to
counter problems of alienation and marginalisation, particularly amongst
students in the middle years.
This Special Issue of AJLL reports on the Australian Research
Council project: Literacy in the Digital World of the Twenty First
Century: Learning from Computer Games, established in partnership with
the Australian Centre for the Moving Image (ACMI), the Department of
Education and Early Childhood Development (DEECD), and the Victorian
Association for the Teaching of English (VATE). In response to the
challenge presented above, this project was premised on the view that
learning more about how young people interact with texts outside of
school, particularly computer games, has the capacity to provide
insights and information to strengthen the teaching, learning and
critical analysis of traditional print and multimodal texts. The project
sought to find ways to more powerfully connect pedagogy and curriculum
with students' rich experience playing computer games and to learn
more about the practical and conceptual challenges in doing so.
The papers included in this issue reflect the work undertaken by
teachers and students in project schools, the input made possible
through the industry partners, and the multidisciplinary nature of the
project team. Characteristic of the interdisciplinary nature of games
studies, the papers approach the phenomena called variously digital,
video or computer games from a variety of perspectives, and differently
emphasise key debates, priorities and implications.
We are grateful to AJLL for the opportunity to bring these papers
together in this form, and to Donna Alverman for so generously agreeing
to write an introduction to the issue. We hope readers will find the
papers thought provoking and generative, and fuel for the continuing
effort to reconceptualise English and Literacy curriculum and pedagogy
for the twenty-first century.