Title: Presentation Abstract
1Presentation Abstract
- Integrating X Box into a critical literacy unit
- The benefits of incorporating educational games
into learning are well documented, but what about
the educational benefits of incorporating
platform games into learning? This presentation
will explore one primary schools investigation
and evaluation of Xbox games (as part of the GIL
Microsoft XBox Trial), and the possible
educational application of these games within
integrated units. Two units with a critical
literacy focus will be explored.
2- From the enormous Space War of the 1960s through
to Pong of the 70s, Space Invaders of the 80s,
Sonic the Hedgehog of the 90s and most recently,
Pokémon, computer games have become a central
part of leisure time. -
- http//www.gameonweb.co.uk/education/unit1.html
(accessed 29 April 2006)
3Integrating XBOX into a critical literacy unit
Denise Tarlinton (dtarl1_at_eq.edu.au) CST,
Kurwongbah State School Interactive Games and
Learning Conference Friday 2 June 2006
4Lets consider
- In 1995 Alan Luke stated that
- texts selected for classroom use were
predominantly print-based, and often excluded
popular culture and childrens cultures. - Has anything really changed since 1995?
5What are the facts?
- World of Warcraft's (online roleplaying game)
worldwide customer base is currently at more than
6 million players. - One in every five households in Australia have a
gaming console - 2.5 million people play console games in
Australia - 72 are male, 28 female
- 45 are 0-18 year olds, 36 are 18-35 year olds
and 36 year olds are 19 - Over 84 of 7-17 year old Australians own a
computer game console (Nielsen 04) - In 1996 a total of six Australian companies were
developing electronic game software. By 2003 this
number had increased to over 50 (House of Reps
Jun 04) - http//www.lamp.edu.au/wiki/index.php?titleACTUAL
_SERVICE_USAGE_STATISTICS (accessed 1 June 2006)
6What are the facts?
- By 2008 games will eclipse music and be the
world's 2nd most popular form of entertainment.
(Price Waterhouse Coopers) - 38 of game players are female. (Gameplay)
- 72 of gamers play for more than 1 hour at any
one time. (Gameplay) - The global 2002 electronic games market was
estimated at 40.8 billion, surpassing box office
receipts of 39.6 billion (Price Waterhouse
Coopers) - Young men (18-34) play 12.5 hours of videogames a
week, versus 9.8 hours watching TV (Nielsen
Entertainment) - Gamers spend over 700 a year on console games,
PC games, and gaming accessories (IGN Gamer
Study) - http//www.lamp.edu.au/wiki/index.php?titleACTUAL
_SERVICE_USAGE_STATISTICS (Accessed 1 June 2006)
7Microsoft Xbox Trial
- 2005
- Middle Schooling initiative- way to bring popular
cultural texts into the classroom - Answer the question how can we best incorporate
the Xbox and COTS (Commercial Off-The-Shelf)
games into the curriculum? - Critical literacy was one way
- Game study was the focus
8Games in Learning Framework
- Game Study
- Genre
- Features
- Audience
- Purpose
- Influence
- Application
http//www.learningplace.com.au/uploads/documents/
store/resources/res_24029_diagram.gif (accessed
29 April 2006)
9Studying games as popular culture
- Students should be asking a range of critical
questions ABOUT games - as they play them,
respond to them and design and produce their own
games. - The Media Education Framework suggests that
students should ask questions about the ways in
which games - Represent people, places and ideas
- Are used by audiences in particular ways for
particular purposes and how these audiences are
targeted as consumers and citizens - Use particular technologies in processes of
production, distribution and access - Use particular types of languages in the process
of communication - Are produced, marketed and regulated by
institutions (with a range of implications -
economic, political and cultural) - These are questions that can be asked about any
game, regardless of whether the game is
considered of high or low "value". - Engaging with popular culture in a critically
reflective manner is crucial to the development
of literacy. - Michael Dezuanni (email, Games in learning
Discussion List, Thursday, 27 April 2006 612 AM)
10Critically viewing games
- Students need the skills to critically view games
to - Deconstructs them
- Looks at ways to analyse the ideologies presented
in them - How those parts make up the whole game experience
- Explore how they are reviewed and rated by the
experts. - http//www.acmi.net.au/E40D6D8305A84144963B273DCE3
1A79E.jsp
11Associated texts around games
- Fan sites
- Gaming magazines
- Reviews
- Official sites
- Blogs
- Wikis
- IM/ Chat
- (Prensky, www.marcprensky.com ,2005)
12Literacy Frameworks
- Luke and Freebodys Four Resources Model
- Bill Greens Three Dimensions of Literacy Model
Critical literacy practices are central to both
conceptualisations of what it means to be a
literate person in the 21st century.
http//wwwfp.education.tas.gov.au/english/critlit
.htm
13English Years 1 to 10 Syllabus
- The learning outcomes of the English key learning
area contribute significantly to lifelong
learning. - Our aim is to help students achieve these
outcomes through extended engagement with texts
and language, and by developing a variety of
literacy practices over their compulsory
schooling. - In English, students as lifelong learners
- develop knowledge and show deep understanding of
the relationships between discourse, cultural
contexts, social situations and choices of
textual resources when interpreting and
constructing texts - think in complex ways to make connections among
texts, analyse representations and patterns of
use of resources, make inferences, synthesise
information, consider the consequences of
choices, and generate new possibilities for texts - create and respond imaginatively to texts by
playing with structures, exploring aesthetic uses
of language, innovatively using technology, and
exploring the effects of choices of textual
resources - actively investigate texts, making judgments
about and challenging textual representations,
drawing on analysis of patterns of use of
resources to support hypotheses and to form
generalisations - participate confidently and constructively in
interactions with others to meet individual and
group needs, collaborating on tasks, taking
responsibility for actions, defending decisions
and negotiating conflicts - reflect on their learnings about texts and
language, considering the depth of their
knowledge and the repertoire of practices they
use to interpret and construct texts, and use
these as a self-directed learner in new contexts. - http//www.qsa.qld.edu.au/yrs1to10/kla/english/syl
labus.html (accessed 1 June 2006)
14What is critical literacy?
- Critical literacy involves the analysis and
critique of the relationships among texts,
language, power, social groups and social
practices. - It shows us ways of looking at written, visual,
spoken, multimedia and performance texts to
question and challenge the attitudes, values and
beliefs that lie beneath the surface. - http//wwwfp.education.tas.gov.au/english/critlit.
htm (accessed 31.05.06)
15Critical literacy includes
- examining meaning within texts
- considering the purpose for the text and the
composers motives - understanding that texts are not neutral, that
they represent particular views, silence other
points of view and influence peoples ideas - questioning and challenging the ways in which
texts have been constructed - analysing the power of language in contemporary
society - emphasising multiple readings of texts. (Because
people interpret texts in the light of their own
beliefs and values, texts will have different
meanings to different people.) - having students take a stance on issues.
- providing students with opportunities to consider
and clarify their own attitudes and values. - providing students with opportunities to take
social action. - http//wwwfp.education.tas.gov.au/english/critlit.
htm (accessed 31.05.06)
16What kinds of critical questions can we ask of
texts?
- These Critical Literacy Questions can be asked of
most spoken, written, visual, multimedia and
performance texts. They encourage students to
question beliefs that are often taken for
granted. - Textual purpose(s) What is this text about?
How do we know? Who would be most likely to
read and/or view this text and why? Why are
we reading and/or viewing this text? What
does the composer of the text want us to know? - Textual structures and features What are the
structures and features of the text? What
sort of genre does the text belong to? What
do the images suggest? What do the words
suggest? What kind of language is used in
the text? - Construction of characters How are children,
teenagers or young adults constructed in this
text? How are adults constructed in this
text? Why has the composer of the text
represented the characters in a particular way? - http//wwwfp.education.tas.gov.au/english/critlit.
htm (accessed 31.05.06)
17Critical Literacy Questions
- Gaps and silences Are there gaps and
silences in the text? Who is missing from
the text? What has been left out of the
text? What questions about itself does the
text not raise? - Power and interest In whose interest is the
text? Who benefits from the text? Is the
text fair? What knowledge does the
reader/viewer need to bring to this text in order
to understand it? Which positions, voices
and interests are at play in the text? How is
the reader or viewer positioned in relation to
the composer of the text? How does the text
depict age, gender and/or cultural groups?
Whose views are excluded or privileged in the
text? Who is allowed to speak? Who is
quoted? Why is the text written the way it
is? - http//wwwfp.education.tas.gov.au/english/critlit.
htm (accessed 31.05.06)
18Critical Literacy Questions
- Whose view whose reality? What view of the
world is the text presenting? What kinds of
social realities does the text portray? How
does the text construct a version of reality?
What is real in the text? How would the text
be different if it were told in another time,
place or culture? - Interrogating the composer What kind of
person, and with what interests and values,
composed the text? What view of the world
and values does the composer of the text assume
that the reader/viewer holds? How do we know? - Multiple meanings What different
interpretations of the text are possible? How
do contextual factors influence how the text is
interpreted? How does the text mean? How
else could the text have been written? How
does the text rely on inter-textuality to create
its meaning? - http//wwwfp.education.tas.gov.au/english/critlit.
htm (accessed 31.05.06)
19Critical questions to ask of games
- What seems to be the nature of the game's
appeal? - How does it draw on existing myths and
narratives? - How does it draw on other cultural forms?
- How is it reshaping both of these and to what
end? - How does reading this text expand traditional
definitions of literacy - that is, What 'non
literary stylistic elements contribute to the
whole? - What cultural values and ideologies seem to be
presented through the game? - What is the game 'selling'?
- How does this game draw the reader/player in?
- What questions or issues does the text raise
for you? - (Beavis, http//www.sofweb.vic.edu.au/english/docs
/Beavis.doc, accessed 22.04.06)
20Ideological analysis some questions to ask of
the text
- What are the assumptions about what is natural,
just and right? - What (and who) do these assumptions distort or
obscure? - What are the power relations? How are they made
to appear as if they are normal or good? What
negative aspects are excluded? - Look for binaries, oppositions (good/evil,
natural/unnatural, tame/wild, young/old). Which
term of the binary is privileged, what is
repressed or devalued by this privileging of one
term over the other? - What people, classes, areas of life, experiences,
are 'left out', silenced? - What cultural assumptions and what 'myths' shape
experience and evaluation? What is mystified? An
experience or event or thing is mystified when a
broad cultural meaning obscures the particulars
of that experience, event or thing this
obscuring usually covers up or 'disappears'
contrary or inconvenient facts, as in the
examples I have given. To demystify, pay
attention to the particulars, the specifics, the
concrete reality, with all its blemishes and
contradictions. - How does the style of presentation contribute to
the meaning of the text? Style always contains
meaning. - What 'utopic kernel', that is, vision of human
possibility, appears to lie at the heart of the
understanding of the ideology? - http//www.brocku.ca/english/jlye/ideology.html
(accessed 15 May 2006)
21Out of the Box
- Year 4/5 students
- Can computer games give me skills for real life?
- Xbox and games the focus for this unit
- Developed the hypothesis that computer games
could provide them with skills for real life - used qualitative and quantitative methods,
observations, critical literacies and ICTs to try
to support or refute the prediction. - students in small groups, created videos that
they filmed and edited, to present their findings
to key decision makers within the school
community on the benefits of the computer game
interactions they had noted throughout the term.
- Deconstructed and analysed newspaper headlines
and articles on the pros and cons of games and
game playing. - Survey responses from parents and to a display
during the school fete were all enthusiastic
about the LEARNING that students were involved in
around this particular series of activities. - http//www.kurwongbss.eq.edu.au/curriculum/integr
ated20planning/Diversity20and20Change20years2
04-5/outofthebox.doc
22Ken and Barbie Really Real?
- Year 6/7 students
- How do media representations of gender position,
marginalize and shape me? - X-Box games considered as one of the many popular
cultural texts (including TV and youth
magazines) within this unit - Students worked in a design team to develop the
concept for a new magazine that informs and
educates young people about the issues which
affect their lives. - Students explored and discussed the concepts of
stereotyping, popular culture, gender, codes of
behaviour, self concept, self esteem, identity,
body image and peer pressure. - Specifically, the XBox was one of the texts
students viewed to critique gender images/
stereotypes that are portrayed in popular
cultural texts. - http//www.kurwongbss.eq.edu.au/curriculum/integr
ated20planning/Diversity20and20Change206-7/div
ersity6-7.htm
23Super Sonic Video Games and Learning
- Game Study Unit/ Teachers Notes
- Developed by Annemaree OBrien (Screen Education)
around Sonic characters but can be adapted for
any computer game - These activities invite students in Years 5-9 to
reflect on the games they play, to - examine and evaluate video games
- explore the development of game characters, in
particular Sonic The Hedgehog - create their own game characters
- Rationale
- Thinking and talking about video games encourages
questioning - Learning more about how games work and how they
are made helps develops essential screen literacy
skills and knowledge. - http//www.acmi.net.au/global/docs/sonic_education
_pack.pdf (accessed 31 May 2006)
24X-Play Game Review Task
- This game review task has been developed by one
of our year 5 students working on a
differentiated Independent Project. The student
has developed a task sheet, lesson plan, graphic
organisers, and sample XBox game reviews as part
of this project. He is currently mentoring
students in year 4 and 5 on viewing, analysing
and reviewing video games on the XBox. - www.kurwongbss.eq.edu.au/curriculum/gil/game_revie
w_task.doc
25A brave new virtual world
- Most games tell a story, but with their changing
narratives and action-based roles, games are so
profoundly different from traditional
storytelling that it is difficult to compare them
to film or literature. Games culture does however
speak powerfully to human emotion. Whether across
the room, or across the globe, the internet
allows players to create complex virtual
communities in the world of the game - sometimes
with millions of participants. - http//www.acmi.net.au/BE10CCB57503435AB1237DF6CDE
478AC.htm (accessed 1 June 2006)
26Worth Investigating
- Marc Prensky
- Catering for digital natives in the classroom
- Power of games to engage
- Access a variety of keynote addresses at
http//www.marcprensky.com/speaking/default.asp - James Gee
- Book What video games have to teach us about
learning and literacy (2003) - Video Games in Education
- Wealth of articles and resources to support the
use of video games in education - http//www3.essdack.org/socialstudies/videogames.h
tm
27Why is youth culture left at the school door?
Violence, excessive stereotyping or gross
insensitivity in much popular culture invites
censorship, which in turn covers for teachers
discomfort and unfamiliarity with the content and
forms of youth culture. Teachers may also feel
uncertain of their role if popular culture is
used in the classroom- if teachers are no longer
the experts, what role should they
assume? (Asselin, 2001, Teaching Literacy From
and With Popular Culture, p. 47)