Composing as play: a vision for collaborative, multimodal authorship

IF 2.4 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS International Journal of Information and Learning Technology Pub Date : 2022-06-14 DOI:10.1108/ijilt-09-2021-0142
Tiffany DeJaynes
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Abstract

PurposeThe following article examines the playful composing practices of two youth who built on their backgrounds as fan fiction writers, role-players, visual artists and gamers to co-author a multimodal novel across mediated spaces for composing throughout their high school careers.Design/methodology/approachThe study draws on “connected ethnography” and qualitative practitioner inquiry to examine the playful composing practices of two urban youth.FindingsThe study demonstrates the playful, multimodal composing practices of youth – for learning, affiliation and leisure. Participants’ creative use of digital media reveals robust and productive composing practices that rely on collaboration; extensive multimodal experimentation (e.g. transmediation, the creation of paratexts and worldbuilding); and shared and individual expertise and socialization in various media communities (e.g. gaming and fan fiction).Research limitations/implicationsThe study is limited by its small scope.Practical implicationsParticipants’ leisure writing activities offer important insights into multimodal play, composing, collaboration and co-authorship.Social implicationsSchools have been slow to take up the multimodal and collaborative approaches to writing. The article offers implications for reimagining writing and the teaching of writing through creativity, play and collaboration.Originality/valueThe author argues that collaborative, multimodal authorship offers a social outlet, peer connection, and creative possibilities for writing development both in face-to-face and fully digital learning environments, something especially important to consider amid the unexpected surge of online learning due to COVID-19.
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剧本创作:合作、多模式创作的愿景
目的以下文章考察了两位年轻人的有趣创作实践,他们以粉丝小说作家、角色扮演者、视觉艺术家和游戏玩家的背景为基础,在高中生涯中跨媒介创作空间共同创作了一部多模式小说。设计/方法论/方法本研究采用“关联民族志”和定性从业者调查来考察两位城市青年的嬉戏创作实践。发现这项研究展示了年轻人为学习、归属和休闲而进行的有趣、多模式的创作实践。参与者对数字媒体的创造性使用揭示了依赖合作的稳健和富有成效的创作实践;广泛的多模式实验(例如跨媒体、副文本的创建和世界构建);以及在各种媒体社区(如游戏和粉丝小说)中共享和个人的专业知识和社会化。研究局限性/含义该研究范围较小。实践含义参与者的休闲写作活动为多模式游戏、写作、合作和共同创作提供了重要的见解。社会含义学校在采用多模式和合作写作方法方面进展缓慢。这篇文章为重新构想写作以及通过创造力、游戏和协作进行写作教学提供了启示。原创/价值作者认为,合作、多模式创作为面对面和完全数字化的学习环境中的写作发展提供了社交渠道、同伴联系和创造性的可能性,在新冠肺炎导致的在线学习意外激增之际,这一点尤为重要。
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来源期刊
International Journal of Information and Learning Technology
International Journal of Information and Learning Technology COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
6.10
自引率
3.30%
发文量
33
期刊介绍: International Journal of Information and Learning Technology (IJILT) provides a forum for the sharing of the latest theories, applications, and services related to planning, developing, managing, using, and evaluating information technologies in administrative, academic, and library computing, as well as other educational technologies. Submissions can include research: -Illustrating and critiquing educational technologies -New uses of technology in education -Issue-or results-focused case studies detailing examples of technology applications in higher education -In-depth analyses of the latest theories, applications and services in the field The journal provides wide-ranging and independent coverage of the management, use and integration of information resources and learning technologies.
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