Presentation Abstract - PowerPoint PPT Presentation

1 / 27
About This Presentation
Title:

Presentation Abstract

Description:

Presentation Abstract. Integrating X Box into a critical literacy unit ... of the 90s and most recently, Pok mon, computer games have become a central part ... – PowerPoint PPT presentation

Number of Views:226
Avg rating:3.0/5.0
Slides: 28
Provided by: deniseta
Category:

less

Transcript and Presenter's Notes

Title: Presentation Abstract


1
Presentation 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)

3
Integrating 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
4
Lets 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?

5
What 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)

6
What 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)

7
Microsoft 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

8
Games 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)
9
Studying 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)

10
Critically 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

11
Associated texts around games
  • Fan sites
  • Gaming magazines
  • Reviews
  • Official sites
  • Blogs
  • Wikis
  • IM/ Chat
  • (Prensky, www.marcprensky.com ,2005)

12
Literacy 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
13
English 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)

14
What 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)

15
Critical 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)

16
What 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)

17
Critical 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)

18
Critical 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)

19
Critical 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) 

20
Ideological 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)

21
Out 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

22
Ken 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

23
Super 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)

24
X-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

25
A 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)

26
Worth 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

27
Why 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)
Write a Comment
User Comments (0)
About PowerShow.com