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...
Main Authors: | , |
---|---|
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 |
id |
doaj-0993bbcdc7ec4120916214011497e7f7 |
---|---|
record_format |
Article |
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 |
work_keys_str_mv |
AT rutmartinezborda videogamenarrativesawalkthroughofchildrenspopularcultureandformaleducation AT pilarlacasa videogamenarrativesawalkthroughofchildrenspopularcultureandformaleducation |
_version_ |
1724406030041874432 |