Play the game, live the story: pushing narrative boundaries with young adult videogames

Jack Theodoulou, Jen Scott Curwood
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引用次数: 1

Abstract

Purpose Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) What Remains of Edith Finch into an English Language Arts curriculum. Design/methodology/approach This case study examined the experiences of a classroom teacher and students in a Year 10 English class in Australia. Thematic analysis included a wide range of data, including interviews, surveys, observations and artefacts. Findings First, students demonstrated a strong understanding of the game as a narrative text, including essential components of narrative such as plot, characterisation, themes, settings and literary techniques. Second, students experienced a consistently high level of engagement and embodiment throughout the study as a consequence of the interactive, collaborative and multimodal nature of YA games. Third, the teacher discovered that he was able to achieve key curriculum outcomes with the videogame through re-imagining pedagogy. Originality/value A playful approach allows teachers and students to be curious about the diverse narrative pathways possible within YA games and offers new opportunities to experience embodiment within and through digital texts.
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玩游戏,活在故事中:用青少年电子游戏推动叙事界限
电子游戏是复杂的、有意义的、多模式的文本。本研究旨在探讨学生如何从玩电子游戏中学习故事,并参与其中,以及教师如何调整他们的教学方法,将青少年电子游戏(YA游戏)《伊迪丝·芬奇的遗留物》纳入英语语言艺术课程。设计/方法/方法本案例研究考察了一位老师和学生在澳大利亚10年级英语课堂上的经历。专题分析包括广泛的数据,包括访谈、调查、观察和人工制品。首先,学生们表现出对游戏作为叙事文本的深刻理解,包括叙事的基本组成部分,如情节、人物塑造、主题、背景和文学技巧。其次,由于青少年游戏的互动性、协作性和多模式性,学生在整个学习过程中始终保持着高水平的参与和体现。第三,这位老师发现,通过重新构想教学方法,他能够通过电子游戏实现关键的课程成果。一种有趣的方法可以让教师和学生对青少年游戏中可能存在的各种叙事路径感到好奇,并提供新的机会来体验数字文本中的体现。
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