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

<span style="color: #000000; font-family: Arial, Helvetica, sans-serif; font-size: small; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; wi...

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Bibliographic Details
Main Authors: Rut Martínez Borda, Pilar Lacasa
Format: Article
Language:English
Published: Universidad Autónoma de Baja California 2008-05-01
Series:Revista Electrónica de Investigación Educativa
Subjects:
Online Access:http://redie.uabc.mx/redie/article/view/178
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spelling doaj-0993bbcdc7ec4120916214011497e7f72020-12-02T13:45:11ZengUniversidad Autónoma de Baja CaliforniaRevista Electrónica de Investigación Educativa1607-40412008-05-01101174Video Game Narratives: A “Walk-Through” of Children’s Popular Culture And Formal EducationRut Martínez Borda0Pilar Lacasa1Psycho Pedagogical Department University of AlcalaPsycho Pedagogical Department University of Alcala<span style="color: #000000; font-family: Arial, Helvetica, sans-serif; font-size: small; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; background-color: #ffffff; display: inline !important; float: none;">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.</span>http://redie.uabc.mx/redie/article/view/178Videojuegosnarrativasteatronuevas alfabetizaciones.
collection DOAJ
language English
format Article
sources DOAJ
author Rut Martínez Borda
Pilar Lacasa
spellingShingle Rut Martínez Borda
Pilar Lacasa
Video Game Narratives: A “Walk-Through” of Children’s Popular Culture And Formal Education
Revista Electrónica de Investigación Educativa
Videojuegos
narrativas
teatro
nuevas alfabetizaciones.
author_facet Rut Martínez Borda
Pilar Lacasa
author_sort Rut Martínez Borda
title Video Game Narratives: A “Walk-Through” of Children’s Popular Culture And Formal Education
title_short Video Game Narratives: A “Walk-Through” of Children’s Popular Culture And Formal Education
title_full Video Game Narratives: A “Walk-Through” of Children’s Popular Culture And Formal Education
title_fullStr Video Game Narratives: A “Walk-Through” of Children’s Popular Culture And Formal Education
title_full_unstemmed Video Game Narratives: A “Walk-Through” of Children’s Popular Culture And Formal Education
title_sort video game narratives: a “walk-through” of children’s popular culture and formal education
publisher Universidad Autónoma de Baja California
series Revista Electrónica de Investigación Educativa
issn 1607-4041
publishDate 2008-05-01
description <span style="color: #000000; font-family: Arial, Helvetica, sans-serif; font-size: small; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; background-color: #ffffff; display: inline !important; float: none;">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.</span>
topic Videojuegos
narrativas
teatro
nuevas alfabetizaciones.
url http://redie.uabc.mx/redie/article/view/178
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