Great video-games Symposium at the 19th European Conference on Literacy
Posted Juli 15, 2015on:
Hannah R. Gerber (Sam Houston State University, US) moderated the Symposium “Gaming and Literacy: Intersecting the Landscape of Learning In-and-Out of School” which was an inspiring experience for me.
The symposium started with the following quotation:
We fail to build on the literacies that students already have – and we fail to learn about these literacies or why they seem so important to many students. … (Hawisher&Selfe)
Dodie J. Niemeyer (Sam Houston State University, US) was the first speaker. She described metagaming and paratext creation around the “Maker Spaces of Minecraft”. She is a gamer herself, and observes her son and other students in their gaming activities. The students tell her that they love to watch videos about the gaming strategies of other gamers, because they are fun and because they learn something new. (By the way: it was the same with my son…)
Kade Wells (Sam Houston State University, US) spoke about his love for dragons and dungeons. He shares his experience how he supports motivation and engagement in his reading class, where the students create avatars and collaboratively build a story for their avatars.
Jason YJ Lee (Kookimin University, KR) supported a Corean student to acquire English as second language by playing World of Warcraft. He describes the development of the learner by analyzing how his chat contributions changed over time.
Jennifer Roswell (Brock University) summarized the session and acknowledged that all presentations were funny and that they addressed interpersonal and ideational interaction. Video games are used as backdoor to skill development and stimulate ludic-based story-telling.
Unfortunately I’m no gamer and I don’t like video games (old-fashioned, I know). But I loved the enthusiasm of the speakers about their use of video games for learning. And I’m convinced everybody could learn a lot by gaming!
Hawisher Gail E. & Selfe Cynthia L. (2004) Becoming literate in the information age: Cultural ecologies and literacies of technology. College Composition and Communication, 55(4) 642-692, p676