Lauren Hansen
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Title: Online Spaces and Video Games: Continuing to Redefine and Validate “New” Multimodal Literacy Practices
Master's Project - 2020 Presentation: Link to the virtual presentation room Links to an external site.
Time: Session 1, 2:10 pm (Central Standard Time)
Group:N ew Curricular Approaches
Audio Link Only via: 1-571-392-7650, PIN: 192 122 1934
Abstract:
The focus of this project serves to continuously expand the meaning of literacy by emphasizing how video games function as a validated literacy practice, because they allow more opportunities for identity expression.
Contact: Lauren Hansen, lhansen8@wisc.edu
MS, Curriculum and Instruction, Secondary English
Helpful reading to learn more:
- Alberti, J. (2008). The game of reading and writing: How video games reframe our understanding of literacy. Computers and Composition, 25, 258-269.
- Gee, J.P. (2007). Semiotic Domains: Is playing video games a “waste of time”?. In What video games have to teach us about learning and literacy (pp. 17-44). Palgrave McMillan.
- Hagood, M. (2003). New media and online literacies: No age left behind. Reading Research Quarterly, 38(3), 386-413.
- Miyazoe, T., and Anderson, T. (2011). Anonymity in blended learning: Who would you like to be?. Educational Technology & Society, 14(2), 175-187.
- Sherry, J.L. (2006) Would the great and mighty Oz play doom? A look behind the curtain of violent video game research. In: P. Messaris & L. Humphreys (Eds.) Digital Media: Transformations in Communication (pp. 225-236). Peter Lang.
Link to infrographic:
Hansen - Online Spaces and Video games.pdf Download Hansen - Online Spaces and Video games.pdf