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:

Download Hansen - Online Spaces and Video games.pdf