
Developing Video Game Literacy in the EFL Classroom
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Content
- Intro
- Contents
- 1 Two Foundational Concepts
- 1.1 Foreign Language Discourse Ability: EFL Educational Goals
- 1.2 Multiliteracies: Foreign Language Discourse Ability and Media
- 1.3 Affordances of Video Game Literacy for the EFL Classroom
- 2 Towards a Discourse-Based Model of Video Game Literacy
- 2.1 Defining Video Games
- 2.2 Existing Approaches to Video Game Literacy
- 2.3 The Discourse Model of Video Game Literacy
- 2.3.1 The Game
- 2.3.2 The Player
- 2.3.3 The World
- 3 Affordances of Fan-Comics for Gamer Discourse
- 3.1 The (Non)Fictionality of Game Comics
- 3.2 Comics: Narrative, Multimodality and Humor
- 3.3 Translating Game Experiences
- 4 World of Warcraft Fan-Comic Archive Analysis
- 4.1 Research Design
- 4.2 Results: Criticism, Extension, and the Game-Discourse Model
- 4.2.1 Game Criticism and Extension
- 4.2.2 Player Criticism and Extension
- 4.2.3 Real World Criticism and Extension
- 4.3 Implications for Gamer Discourse
- 5 Methodological Framework
- 5.1 Qualitative, Ethnographic Research
- 5.2 Research Interests and Questions
- 5.3 Case Studies and Research Design Overview
- 5.4 Access to the Research Field
- 5.5 Data Collection and Triangulation
- 5.6 Perspective Triangulation: Teacher and Learner Interviews
- 5.7 Data Analysis
- 5.8 Ethical Considerations and Measures
- 6 Case Study 1: Student (Dis)Interest, Game Complexity and Gamer Discourse
- 6.1 Institution, Students and Teacher
- 6.2 Reconstructed Lesson Plans
- 6.3 Challenge 1: Student (Dis)Interest
- 6.4 Challenge 2: Game Complexity
- 6.4.1 The Importance of Input and Clear Instructions
- 6.4.2 The Difficulties of Summarizing Complex Games
- 6.4.3 The Multi-Dimensionality of Games
- 6.5 Challenge 3: Suitability of Gamer Discourse
- 6.5.1 The Issue of Narrowcasting
- 6.5.2 The Irony of Gamer Criticism
- 6.6 Retrospective Interviews
- 6.6.1 Student Interviews
- 6.6.2 Teacher Interview
- 6.7 Summary
- 7 Case Study 2: Games, Student Identity and Gamification
- 7.1 Institution, Students and Teacher
- 7.2 Reconstructed Lesson Plans
- 7.3 Challenge 1: The Intimacy of Games
- 7.4 Challenge 2: Gamifying the Classroom
- 7.4.1 The Focus on Reward Structures.
- 7.4.2 The Reward Paradox of Learning Games.
- 7.5 Retrospective Interviews
- 7.5.1 Student Interview
- 7.5.2 Teacher Interview
- 7.6 Summary
- 8 Case Study 3: Teacher as Learner, Learners as Teachers
- 8.1 Institution, Students and Teacher
- 8.2 Reconstructed Lesson Plans
- 8.3 Retrospective Interviews
- 8.4 Challenge 1: Matching Interests in Classroom Game Discourse?
- 8.5 Challenge 2: Changing Classroom Roles
- 8.6 Summary
- 9 Implications of Results and Conclusion
- 9.1 Reflections on Methodology
- 9.2 Video Game Discourse in the EFL Classroom. Three Case Studies
- 9.3 Beyond this Study
- Works Cited
- Appendix A: Transcription Rules
- Appendix B: Classroom Videography Transcript Example
- Appendix C: Teacher Interview Transcript Example
- Appendix D: Student Interview Transcript Example
- Appendix E: Example Parent Letter
- List of Figures
- List of Tables
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