Video Game Narratives: A “Walk-Through” of Children’s Popular Culture And Formal Education

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 m...

全面介绍

Guardado en:
书目详细资料
Autores principales: Martínez Borda, Rut, Lacasa, Pilar
格式: Online
语言:eng
出版: REDIE es una publicación del Instituto de Investigación y Desarrollo Educativo (IIDE). 2008
在线阅读:https://redie.uabc.mx/index.php/redie/article/view/178
标签: 添加标签
没有标签, 成为第一个标记此记录!
实物特征
总结: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.