Bridging the Analog-Digital Divide: Critical Literacies and Procedural Design in Young People's Game-Making Practices

Fuente: ERIC Institute of Education Sciences
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Main Authors: Gee, Elisabeth R., Aguilera, Earl
Format: Recurso educativo Open Access
Language:en
Published: 2021
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author Gee, Elisabeth R.
Aguilera, Earl
author_facet Gee, Elisabeth R.
Aguilera, Earl
Gee, Elisabeth R.
Aguilera, Earl
collection Education Resources Information Center
contents Bridging the Analog-Digital Divide: Critical Literacies and Procedural Design in Young People's Game-Making Practices Gee, Elisabeth R. Aguilera, Earl Critical Literacy Computer Games Video Games Adolescents Workshops Design Public Libraries Urban Areas Summer Programs Cooperative Planning Over the past several decades, the concept of critical literacy has been applied to an increasing range of multimodal texts mediated by digital technologies. Expressive forms such as fan-fiction, digital storytelling, and gaming have presented unique opportunities for understanding critical literacy practices. Within the more specific field of game studies, a growing body of scholarship demonstrates how issues of ideology, politics, and power are woven into and expressed through the medium of games -- whether digital or analog. This paper builds on this tradition by offering a critical analysis of a semiotic resource that digital and analog games share -- the designed "processes" that shape experiences of meaning-making through acts of play. Examining data from a study of teens' participation in a library-based board game-making workshop, this paper highlights the ways participants engaged in critical literacy practices when asked to address a social issue through game design. The paper draws on techniques of discourse analysis to demonstrate how participants engaged with ideological dimensions of procedural literacy through design-centered discourse. Findings suggest that viewing game-making through the lens of procedurality can be a generative way to explore critical literacy practices in relation to contemporary social issues.
format Recurso educativo Open Access
id eric_EJ1299079
institution ERIC Institute of Education Sciences
language en
publishDate 2021
record_format eric
spellingShingle Bridging the Analog-Digital Divide: Critical Literacies and Procedural Design in Young People's Game-Making Practices
Gee, Elisabeth R.
Aguilera, Earl
Critical Literacy
Computer Games
Video Games
Adolescents
Workshops
Design
Public Libraries
Urban Areas
Summer Programs
Cooperative Planning
Bridging the Analog-Digital Divide: Critical Literacies and Procedural Design in Young People's Game-Making Practices Gee, Elisabeth R. Aguilera, Earl Critical Literacy Computer Games Video Games Adolescents Workshops Design Public Libraries Urban Areas Summer Programs Cooperative Planning Over the past several decades, the concept of critical literacy has been applied to an increasing range of multimodal texts mediated by digital technologies. Expressive forms such as fan-fiction, digital storytelling, and gaming have presented unique opportunities for understanding critical literacy practices. Within the more specific field of game studies, a growing body of scholarship demonstrates how issues of ideology, politics, and power are woven into and expressed through the medium of games -- whether digital or analog. This paper builds on this tradition by offering a critical analysis of a semiotic resource that digital and analog games share -- the designed "processes" that shape experiences of meaning-making through acts of play. Examining data from a study of teens' participation in a library-based board game-making workshop, this paper highlights the ways participants engaged in critical literacy practices when asked to address a social issue through game design. The paper draws on techniques of discourse analysis to demonstrate how participants engaged with ideological dimensions of procedural literacy through design-centered discourse. Findings suggest that viewing game-making through the lens of procedurality can be a generative way to explore critical literacy practices in relation to contemporary social issues.
title Bridging the Analog-Digital Divide: Critical Literacies and Procedural Design in Young People's Game-Making Practices
topic Critical Literacy
Computer Games
Video Games
Adolescents
Workshops
Design
Public Libraries
Urban Areas
Summer Programs
Cooperative Planning
url https://eric.ed.gov/?id=EJ1299079