Video Game Narratives: A "Walk Through" Of Children´s Popular Culture And Formal Education

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Autore principale: Rut Martínez Borda
Natura: Artículo científico
Lingua:en
Pubblicazione: Universidad Autónoma de Baja California 2008
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author Rut Martínez Borda
author_facet Rut Martínez Borda
contents Video Game Narratives: A "Walk Through" Of Children´s Popular Culture And Formal Education Rut Martínez Borda Pilar Lacasa Educación theatre narratives Video games new literacies The general aim of this presentation is to explore how video games, supported by conversations and theatrical performances in the classroom, contribute to the development of narrative thought as present in written compositions. Given that one of the primary ecological influences on children is the mass media, we need to consider how media messages create an environment that can teach people about society´s rules, attitudes, values and norms (Bakhtin, 1981; Gee, 2003, 2004; Jenkins, 2004). From a methodological point of view we assumed an ethnographical and action research perspective. An inductive approach to the data was taken, in order to define analytical categories that consider participants´ activities in specific contexts. Main results show that children´s reconstruction of computer games stories is dependent on specific contexts. 2008 artículo científico 1607-4041 https://www.redalyc.org/articulo.oa?id=15510102 en http://www.redalyc.org/revista.oa?id=155 REDIE. Revista Electrónica de Investigación Educativa application/pdf Universidad Autónoma de Baja California REDIE. Revista Electrónica de Investigación Educativa (México) Num.1 Vol.10
format Artículo científico
id redalyc_15510102
institution Redalyc
language en
publishDate 2008
publisher Universidad Autónoma de Baja California
spellingShingle Video Game Narratives: A "Walk Through" Of Children´s Popular Culture And Formal Education
Rut Martínez Borda
Educación
theatre
narratives
Video games
new literacies
Video Game Narratives: A "Walk Through" Of Children´s Popular Culture And Formal Education Rut Martínez Borda Pilar Lacasa Educación theatre narratives Video games new literacies The general aim of this presentation is to explore how video games, supported by conversations and theatrical performances in the classroom, contribute to the development of narrative thought as present in written compositions. Given that one of the primary ecological influences on children is the mass media, we need to consider how media messages create an environment that can teach people about society´s rules, attitudes, values and norms (Bakhtin, 1981; Gee, 2003, 2004; Jenkins, 2004). From a methodological point of view we assumed an ethnographical and action research perspective. An inductive approach to the data was taken, in order to define analytical categories that consider participants´ activities in specific contexts. Main results show that children´s reconstruction of computer games stories is dependent on specific contexts. 2008 artículo científico 1607-4041 https://www.redalyc.org/articulo.oa?id=15510102 en http://www.redalyc.org/revista.oa?id=155 REDIE. Revista Electrónica de Investigación Educativa application/pdf Universidad Autónoma de Baja California REDIE. Revista Electrónica de Investigación Educativa (México) Num.1 Vol.10
title Video Game Narratives: A "Walk Through" Of Children´s Popular Culture And Formal Education
topic Educación
theatre
narratives
Video games
new literacies
url https://www.redalyc.org/articulo.oa?id=15510102