Video games in the classroom: developing digital literacies.
Beavis, Catherine
The place of digital culture in children's lives
Popular culture and the digital world are an important part of many
children's lives. Computer games, virtual worlds and social
networking sites are seamlessly integrated into their everyday work,
relationships and play. While the degree and nature of children's
involvement varies according to age, interest, opportunity and parental
support, by the time they leave primary school, most students will have
had significant engagement with popular culture, media and new
technologies, including active first hand experience of digital culture
and the online world.
The Digital Beginnings study (Marsh, Brooks, Hughes, Ritchie,
Roberts & Wright 2005) found that young children in the UK live in
an environment rich with popular culture, media and ICT. 'They are
growing up in a digital world and develop a wide range of skills,
knowledge and understanding of this world from birth ... engagement with
media is generally active, not passive, and promotes play, speaking,
listening and reading' (p. 5). In addition, 'The introduction
of popular culture, media and/or new technologies into the
communications, language and literacy curriculum has a positive effect
on the motivation and engagement of children in learning' (p. 6).
In Australia, the Australian Communications and Media Authority
researched levels of engagement with digital culture and the online
world. This study surveyed the media usage of young people between the
ages of 8 and 17 in the year 2007 (ACMA 2008). It explored the media
habits of a slightly older age group of primary school-aged children
than those in the Digital Beginnings study, (children aged 8-11), but
like that study found that online engagement was an important part of
children's lives. In Australia at that time, the study found that
boys and girls aged 8-11 spent an average of 30 minutes on the internet
per day (p. 4). Between a quarter and a third of children aged 8-11 had
a computer or game console in their bedroom (p. 7) and 24% of the 1000
children in this age group who participated in the survey played online
gaming against other players (p. 12). For the group as a whole, they
found that:
Three of the top four activities that young people liked to do for
fun when by themselves were electronic media-related: watching free
television (30%), listening to recorded music (25%), and playing video
games (24%)--not including games against other players. The second
favourite activity category was 'reading, drawing and writing
letters (29%). (ACMA 2008 p. 16)
Given the rapid rate of change, and the growing presence of
technology in almost every aspect of our lives, it is highly likely that
figures about children's media usage in both countries have
increased since then. All of these are good reasons for building digital
literacies into the literacy and English curriculum, and for paying
attention to the multimodal, digital texts that are part of contemporary
children's lives.
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Digital culture and literacy in the English curriculum
The Australian Curriculum (English) recognises the need to help
students become critical and capable users of digital texts and
literacies. Its first aim focuses on the need to ensure that students:
Learn to listen to, read, view, speak, write, create and reflect on
increasingly complex and sophisticated spoken, written and multimodal
texts across a range of contexts with accuracy fluency and purpose.
(ACARA 2011 Rationale/aims np)
This is spelt out in more detail subsequently. Literacy sub strands
focus on 'texts in context', interacting with others',
interpreting, analysing and evaluating' and 'creating
texts'. Texts:
provide the means for communication. They can be written, spoken or
multimodal, and in print or digital online forms. multimodal texts
combine language with other means of communication such as visual
images, sound track or spoken word, as in film or computer presentation
media. (ACARA 2011 Content-structure np).
Multimodal texts and literacies, in other words, are an important
part of contemporary English curriculum. But how should we go about
teaching about these? And can the requirement to work in this way, with
these forms of text and literacy, help teaching and curriculum connect
more strongly with students' lives?
What do video games have to offer to English/literacy curriculum?
There has been increasing interest recently in exploring ways to
bring one of the most popular forms of digital popular culture--video or
computer games--into literacy and English curriculum. What might it mean
to do so? And why? What sorts of things might the study of video or
computer games provide? What might children learn, and learn about,
through the study of virtual worlds and video games? There are a number
of reasons why games might be part of English with much to offer in a
digital English curriculum. Here are a few:
1. New ways of telling stories
Arguably, games present new forms of telling stories. For many
children, some of their most satisfying and engaging experiences of
narrative, and of the making and playing of stories comes through
computer games or their playful involvement with others in online
virtual worlds. Narrative-based games, such as quest-based role play
games for example, draw on older traditions of telling and making
stories, and build on familiar genres and forms. Players need to know
quite a lot about stories and about games in order to play. They may
need to remember the back-story, for example, know what sort of action
and scenarios to expect, and to have a fair idea of what different
characters are typically like, and what they do. To do this they need
knowledge about the game, and about games and stories that are similar.
2. Text or action?
Games resemble other story telling forms, such as literature or
film. But there are significant differences too. Some of these involve
children's role as a games player. Their position in relation to
the game as both character and reader/player, for example is more
complicated than is the case with other forms--or at least, more mixed
up! Then there's the fact that they need to do something in order
to make the game happen, in interaction with the machine. Many game
studies specialists argue that games are not narratives at all, but
rather forms of action. If we are going to study games as digital texts,
using multimodal literacies, we need to recognise this important
argument.
3. Multimodal literacies
I like to think about games as a form of 'multiliteracies in
the wild'. They call on all sorts of different elements to make
meaning: sound, images, words, actions, symbols, colour and the like,
singly or in combination. To make sense of computer games, players need
to recognise how all these different elements combine. James Gee argues
that understanding the ways combinations like these work is key,
'learning about and coming to appreciate interrelations within and
across multiple sign systems ... as a complex system is core to the
learning' (Gee 2003 p. 49). Other features may include split
screens where information is provided in several places at once, as well
as in several forms. For example, maps in the top corner may show where
the main play is taking place in the games world. Panels on the side or
below the 'main' action may show things to buy, use, combine,
add or in other ways take into account. Different combinations of
characters and weapons will have different effects and results. Working
with computer games as part of English provides opportunities for
children to explore multimodal literacies, and how many elements work
together to create the overall design.
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4. Literacy practices, situated play
As they play computer games, alone or with other players, children
are involved in a rich range of literacy practices, from reading
information in print and digital form, discussing play with friends,
working out strategies, reflecting on what happened and why, negotiating
for their next turn, solving problems and so on. Game play takes place
in 'real world' contexts and online. Games are an important
example of the more social, participatory forms of engagement with texts
that are typical of many contemporary forms.
FIGURE 1 OMITTED]
5. Developing critical perspectives
Critical perspectives are about understanding how texts work. This
includes identifying the values and assumptions in the text, and also
coming to appreciate the ways in which different elements work together
to create the overall meaning in combination with what the reader
brings. Helping students understand more about the richness of games
they enjoy, and how that is created, is as important as coming to these
understandings about other kinds of texts, such as poetry or
children's literature. So too is becoming more aware of the ways in
which texts contribute to how we understand the world and think about
things. Attention to values and assumptions, and how these are created
and conveyed in multimodal form is important here. The 3D model of
l(IT)eracy, (Green 1999; Durrant & Green 2000) where teaching and
learning combines critical, cultural and operational dimensions provides
an excellent framework for this aspect of English particularly.
6. Creating texts
Creating is an important part of English and literacy learning. The
Australian curriculum lays strong emphasis on this area. At level 3, for
example, in the Literature strand students are asked to 'create
imaginative texts based on characters, settings and events based on
students' own and others' cultures using visual features for
example perspective, distance and angle'. In the Literacy strand
they are asked to:
Plan, draft and publish imaginative, informative and persuasive
texts demonstrating increasing control over text structures and language
features and selecting print, and multimodal elements appropriate to the
audience and purpose. [ACARA, 2011, np)
Whether they imagine what a new character or layer in the game
might be through drawing, print or multimodal forms, use game-making
software or options for making small animations provided by some games
(machinima) to create a new episode, create digital stories or act out a
subplot or new adventure in improvised or scripted drama, video games
provide rich opportunities for this 'productive' dimension of
English and literacy.
A model for critical games literacy
In a study with teachers in a number of Victorian schools, Tom
Apperley, Clare Bradford, Joanne O'Mara, Christopher Walsh, Amanda
Gutierrez and I explored questions and possibilities in relation to
literacy and computer games (1). As part of that research, combining key
ideas from literacy and games studies theory with the classroom work of
teachers, we developed a model for thinking about critical games
literacy (Figure 1). The model suggests approaches for curriculum
planning in English and other subjects and combines the idea of games as
text with the idea of games as action.
The two layers of the model, games as text and games and action,
are closely linked, since both layers are needed to reflect the dynamic
nature of game play. Curriculum units in English and other subjects
built around video need to ensure they cover at least one sector of both
the inner and outer layers of the wheel. How this happens in each
instance will depend on the nature and focus of the emphasis within the
classroom on different areas of the Australian English Curriculum. We
hope it provides a useful guide for teaching and learning about
multimodal texts and literacies, and for critical reflection,
understanding and enjoyment of computer games.
References
Australian Curriculum, Assessment and Reporting Authority (2011).
The Australian Curriculum English v.2 Rationale/Aims
http://www.australiancurriculum.edu.au/English/Aims
Australian Communications and Media Authority (2008). Internet use
and social networking by Young people. Media and Communications in
Australian Families Series, No.1 September.
HTTP://www.acma.gov.au/webwr/_assets/main/lib310665/
no1_internet_use_social_networking_young_people.pdf
Beavis, C., Apperley, T., Bradford, C., O'Mara, J. &
Walsh, C. (2009). Literacy in the digital age: Learning from computer
games. English in Education 43(2), 162-175.
Beavis, C., O'Mara, J. & McNeice, L. (2012). Digital
Games: Literacy in action. Australian Association for the Teaching of
English/Wakefield Press, Adelaide.
Durrant, C. & Green, B. (2000). Literacy and the new
technologies in school education: Meeting the l(IT)eracy
challenge?' Australian Journal of Language and Literacy 23(2)
89-108
Gee, J.P. (2003). What Video Game Can Teach Us About Learning and
Literacy. New York: Palgrave.
Green, B. (1999). The New Literacy Challenge?', Literacy
Learning: Secondary Thoughts, Vol 7(1) 36-46.
Interactive games and entertainment association (2011). Digital
Australia 2012 (DA12)
http://www.igea.net/2011/10/digital-australia-2012-da12/
Marsh, J., Brooks, G., Hughes, J., Ritchie, L. Roberts, S. and
Wright, K. (2005). Digital Beginnings: Young Children's Use of
Popular Culture, Media and New Technologies. Literacy Research Centre
University of Sheffield, Sheffield. http://
www.digitalbeginnings.shef.ac.uk/
Note
(1) Beavis, C., Bradford, C., O'Mara, J., Walsh, C.: Literacy
in the Digital World of the Twenty First Century: Learning from Computer
Games. Australian Research Council 2007-2009. Industry Partners: The
Australian Centre for the Moving Image, The Victorian Association for
the Teaching of English, The Department of Education and Early Childhood
Development, Victoria. Research Fellow: Thomas Apperley, Research
Assistant: Amanda Gutierrez. See further Beavis, Apperley, Bradford,
O'Mara and Walsh 2009, Beavis, O'Mara and McNeice (in press)
Catherine Beavis's research expertise centres on the changing
nature of text and the implications for literacy, education and
schooling of young people's engagement with digital culture and the
online world. She researches in the areas of English curriculum,
pedagogy and assessment; digital culture and computer games; digital
literacy and new literacies and games-based learning. She has undertaken
numerous research projects focused on English education, and on
literacy, digital culture, young people and computer games. Her current
Australian Research Council Project is Serious Play: Using digital games
in school to promote literacy and learning in the twenty first century
(2011-2014).
Professor Catherine Beavis is a keynote speaker at the 2012 ALEA
Sydney Conference to be held at The SMC Conference and Function Centre
Goulburn Street, Sydney NSW. Her keynote will consider: Literature,
imagination and computer games. And her workshop continues the theme:
Building bridges: narrative, literature and computer games For more
details and to register for the conference, go to www.alea.edu.au.