Bridging Literacies with Videogames by Hannah R. Gerber

By Hannah R. Gerber

Bridging Literacies with Videogames offers a world point of view of literacy practices, gaming tradition, and conventional education. that includes stories from Australia, Colombia, South Korea, Canada, and the us, this edited quantity addresses studying in basic, secondary, and tertiary environments with themes regarding: • re-creating worlds and texts • huge multiplayer moment language studying • videogames and lecture room studying those various subject matters will supply students, academics, and curriculum builders with empirical help for bringing videogames into school room areas to foster that means making. Bridging Literacies with Videogames is a necessary textual content for undergraduates, graduates, and school attracted to contemporizing studying with the medium of the videogame.

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Bridging Literacies with Videogames, 11–27. © 2014 Sense Publishers. All rights reserved. T. HERGENRADER cognition, collective intelligence, judgment, transmedia navigation, networking, and negotiation. Other scholars (Beach, Anson, Breuch & Swiss, 2008; Wilber, 2010) argued that English instructors should be incorporating collaborative work through blogs, wikis, and digital storytelling to help develop these new literacies for today’s students; others (Black, 2008; Magnificio, Lammers, & Curwood, 2013) looked for classroom inspiration in the Internet fan cultures surrounding popular books, films, and games.

2012). Dungeons, dragons, and digital denizens: The digital role-playing game. New York, NY: Continuum. Wandor, M. (2008). The author is not dead, merely somewhere else: Creative writing after theory. Basingstoke, UK: Palgrave Macmillan. Wilber, D. (2010). iWrite: Using blogs, wikis, and digital stories in the English classroom. Portsmouth, NH: Heinemann. Wysocki, A. , Selfe, C. , & Sirc, G. (2004). Writing new media: Theory and applications for expanding the teaching of composition. Logan: Utah State University Press.

Turchi’s book, subtitled “The Writer as Cartographer,” uses mapmaking as a metaphor for the creative process. I argue that creative writing instructors can take this metaphor more literally and, using sophisticated DRPGs as a guide, have students begin their creative endeavor by first building a world and plotting it on a map as a fivestep process: 1) metanarrative development; 2) creation of items, locations, and characters; 3) map making; 4) world exploration; and 5) writing short narratives.

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