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L1 Educational Studies in Language and Literature最新文献

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JUSTIFICATIONS FOR TEACHING LITERATURE 教文学的理由
IF 0.5 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-12-17 DOI: 10.21248/l1esll.2022.22.1.494
P. Myren-Svelstad, Ruth Gruters
The role and importance of imaginative literature in L1 education is a topic of continuous debate. In Norway, working with imaginative literature in several genres, and from various linguistic origins, is only one of several components in the L1 subject. In this article, we present the results of a survey aiming to investigate what literature can and should do in school, according to teachers. Using a qualitative hermeneutic content analysis, we analyze and categorize the survey results. We are guided by an affirmative approach to teachers’ competences, discussing the extent to which respondents demonstrate subject matter content knowledge. Our analysis enables us to isolate eight categories of justification, many of which show significant overlap with central tenets in literary theory, the curriculum, and L1 scholarship. However, we also find indications that critical literacy is undervalued. Furthermore, the Norwegian curriculum arguably motivates an instrumental use of literature as a way of developing general literacy or adding perspectives to topics addressed in other subjects. We propose visualizing the justifications teachers express in a model taking into account two dimensions: 1) whether they imply a primary focus on the text, the reader, or the context including the author; and 2) whether their goal is benefitting the student (e.g., in terms of skills) or promoting societal change. This model is intended to provide a flexible typology which literary educators at any level can use in order to critically assess their practice.
想象文学在母语教育中的作用和重要性一直是一个争论不休的话题。在挪威,研究来自不同语言来源的多种体裁的想象文学只是L1学科的几个组成部分之一。在这篇文章中,我们提出了一项调查的结果,旨在调查教师认为文学在学校可以和应该做什么。使用定性解释学内容分析,我们对调查结果进行分析和分类。我们以教师能力的肯定方法为指导,讨论受访者展示主题内容知识的程度。我们的分析使我们能够分离出八类理由,其中许多与文学理论、课程和L1奖学金的中心原则有很大的重叠。然而,我们也发现了批判性素养被低估的迹象。此外,挪威的课程可以说激发了文学的工具性使用,作为发展一般素养或为其他科目的主题增加观点的一种方式。我们建议将教师在模型中表达的理由可视化,考虑两个维度:1)他们是否暗示主要关注文本、读者或包括作者在内的上下文;2)他们的目标是使学生受益(例如,在技能方面)还是促进社会变革。这个模型旨在提供一个灵活的类型学,任何层次的文学教育者都可以使用它来批判性地评估他们的实践。
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引用次数: 0
THE ONLINE STUDY OF LITERATURE IN ISRAELI TEACHER-EDUCATION COLLEGES: FRAMEWORK AND GUIDELINES 以色列师范院校文学在线研究:框架与指导
IF 0.5 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-09-30 DOI: 10.21248/l1esll.2022.22.1.456
Yael Segev, Orna Levin
Studying literature online has become common in teacher-education colleges since the increase of online learning in the higher education arena. The aim of this study was to identify the primary components of online literature lessons as perceived by preservice teachers (PSTs). Using a qualitative, multiple case study approach, data from a heterogeneous population of 90 PSTs attending three Israeli teacher-education colleges were retrieved, using discussions, questionnaires, and interviews. Thematic-cognitive data analysis yielded three major themes related to technological aspects, teachers’ knowledge, and PSTs' subjective experiences of an online literature lesson. Based on these findings, a theoretical model was constructed for developing guidelines for teaching literature online. Given that there is no existing framework for conducting literature lessons online, this study contributes to the literature by extending the resources available for understanding and researching pedagogical content knowledge (PCK) for teaching literature.
随着网络学习在高等教育领域的普及,网络文学学习在师范院校中变得越来越普遍。本研究的目的是确定职前教师(pst)所感知的网络文学课程的主要组成部分。采用定性、多案例研究方法,通过讨论、问卷调查和访谈,检索了来自以色列三所教师教育学院的90名pst的异质人群的数据。主题认知数据分析得出了与技术方面、教师知识和网络文学课学生的主观体验相关的三个主要主题。在此基础上,构建了网络文学教学指导的理论模型。鉴于目前尚无开展在线文学课程的框架,本研究通过扩展可用于理解和研究文学教学内容知识(PCK)的资源,为文学教学做出贡献。
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引用次数: 0
How relevant is it? Public Elementary School Teachers Encounter Ancient Jewish Texts 相关程度如何?公立小学教师遇到古犹太文本
IF 0.5 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-09-30 DOI: 10.21248/l1esll.2022.22.1.375
Esty Teomim-Ben Menachem, I. Elkad-Lehman
This study deals with a learning encounter in a havruta (pair) setting of teachers of public elementary schools in Israel with an ancient legend (Aggadah) drawn from sixth-century Jewish culture. The objective of this study is to examine the teacher’s attitude to the text through a study of the dialogue created in the encounter with the text in the havruta setting. Participants in the study included two groups of mostly women teachers of Hebrew language (L-1): 15 teachers in Group 1, and 14 teachers in Group 2. The groups came from two large and demographically different cities in Israel. The teachers were asked to study the story in pairs and to consider its suitability for teaching in their class. After the legend was studied, semi-structured in-depth interviews were conducted with the teachers. The study corpus included 12 recordings of havruta learning, nine semi-structured interviews and ten lesson plans for teaching the legend in the class. The findings of the study point to different attitudes to the teaching of the text in the class between the groups and to differences in the perception of the relevance of the text for the teachers themselves and for their students. The discussion is based on the definition of relevance (Sperber & Wilson, 1995; Dascal, 1977) as a relative function of efficiency: the maximum contexts and meaning that the listener can extract with minimum effort. This definition explains the sense of relevance or irrelevance of the text as perceived by the participants in the study.
本研究探讨了以色列公立小学教师在哈夫鲁塔(一对)环境下的学习相遇,这是一个来自六世纪犹太文化的古老传说(Aggadah)。本研究的目的是通过研究在havruta环境中与文本相遇时产生的对话来检验教师对文本的态度。该研究的参与者包括两组希伯来语(L-1)的女性教师:第一组15名教师,第二组14名教师。这些人来自以色列两个人口结构不同的大城市。老师们被要求两人一组研究这个故事,并考虑它是否适合他们的课堂教学。在对传说进行研究后,对教师进行了半结构化的深度访谈。研究语料库包括12个哈夫鲁塔学习录音,9个半结构化访谈和10个在课堂上教授传说的教案。研究结果指出,小组之间对课堂文本教学的不同态度,以及教师自己和学生对文本相关性的看法存在差异。讨论是基于相关性的定义(Sperber & Wilson, 1995;Dascal, 1977)作为效率的相对函数:听者可以用最小的努力提取最大的语境和意义。这个定义解释了参与者在研究中所感知到的文本的相关或不相关感。
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引用次数: 0
Complex characters of many kinds? 多种复杂的角色?
IF 0.5 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-09-25 DOI: 10.21248/l1esll.2022.22.1.406
Jana Segi Lukavská, Anežka Kuzmičová
L1 literacy instruction in Czechia largely relies on reading anthologies, i.e., textbooks containing short excerpts of literary texts from the 19th to 21st century. Focusing on current Year 3 anthologies (N = 13), we have developed a simple, scalable and transferable analytical procedure examining what types of characters (male, female, animal, other) are represented in the narratives included (N = 530), what experience dimensions (cognition, emotions, bodily engagement) these characters are attributed, and on what levels of complexity. We found that female characters overall are strongly underrepresented in the anthologies, including excerpts from the most recent children’s literature which is predominantly authored by women. Further, female characters show lower complexity than male characters in emotions, bodily engagement, and especially cognition. In a concluding case study of one particular text, we demonstrate how even excerpts with relatively complex characters of both genders may tend to perpetuate deeper imbalances. Our approach provides an experientially nuanced alternative to traditional content analysis yet its more basic steps remain easy to use for practitioners in selecting literary texts for teaching. It can be applied in research anywhere but also in designing classroom activities exploring diversity in stories, whether the focus is gender, ethnicity, or other.
捷克的母语读写教学很大程度上依赖于阅读选集,即包含19至21世纪文学文本摘录的教科书。专注于当前的三年级选集(N = 13),我们开发了一个简单,可扩展和可转移的分析程序,检查所包括的叙事中代表的角色类型(男性,女性,动物,其他)(N = 530),这些角色的经验维度(认知,情感,身体参与),以及复杂性的水平。我们发现,在选集中,女性角色总体上被严重低估,包括最近的儿童文学节选,这些文学主要是由女性创作的。此外,女性角色在情感、身体投入、尤其是认知方面的复杂性低于男性角色。在一个特定文本的最后案例研究中,我们展示了即使是具有相对复杂的两性角色的摘录也可能倾向于延续更深层次的不平衡。我们的方法为传统的内容分析提供了一种经验上细致入微的替代方法,但其更基本的步骤仍然易于为从业者选择文学文本进行教学。它可以应用于任何地方的研究,也可以应用于设计课堂活动,探索故事的多样性,无论焦点是性别、种族还是其他。
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引用次数: 0
“The stone from another mountain can help to polish jade” “他山之石,可磨玉”
IF 0.5 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-09-02 DOI: 10.21248/l1esll.2022.22.1.389
Yongyan Li, Qianshan Chen, Meng Ge, Simon Wang
In L1 writing instruction, imitation pedagogy is potentially practiced in different parts of the world, yet there has been very little communication among practitioners and researchers on this topic. In the study to be reported in this paper, we aimed to answer the question “How is imitation recommended as a writing pedagogy in a sample of books on Chinese L1 composition?” Discussions of how to use imitation as a writing pedagogy were extracted from a sample of 41 books on Chinese L1 composition to form a dataset of 68,700 Chinese characters. Qualitative content analysis was applied to the dataset in NVivo 12 using a data-driven approach and resulted in a coding structure. In the paper we focus on elaborating two dimensions of our coding structure that addressed the research question in a practical light: “Implementing the imitation pedagogy” and “Going beyond imitation to achieve innovation.” Our findings point to similarities between Chinese and Western practices in using imitation as a writing pedagogy, and highlight a distinction between imitation and plagiarism made in the dataset as well a range of strategies recommended for going beyond imitation to achieve innovation. It is hoped that our paper would contribute to exchanges on L1 writing education between China and the rest of the world.
在母语写作教学中,模仿教学法可能在世界不同地区得到实践,但实践者和研究者之间在这一主题上的交流很少。在本文将要报道的研究中,我们的目的是回答这个问题:“在汉语第一语言作文的书籍样本中,模仿是如何被推荐作为一种写作教学法的?”本文从41本汉语第一语言作文的样本中提取了如何使用模仿作为写作教学法的讨论,形成了一个68,700个汉字的数据集。在NVivo 12中使用数据驱动方法对数据集进行定性内容分析,并得出编码结构。在本文中,我们重点阐述了从实践角度解决研究问题的编码结构的两个维度:“实施模仿教学法”和“超越模仿实现创新”。我们的研究结果指出了中西方在使用模仿作为写作教学法方面的相似之处,并强调了数据集中模仿和抄袭之间的区别,以及推荐的一系列超越模仿以实现创新的策略。希望本文能对中国与世界各国在汉语写作教育方面的交流有所贡献。
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引用次数: 1
Layering literacies and metagaming in Counter Strike: Global Offensive 《反恐精英:全球攻势》中的分层文化和元游戏
IF 0.5 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-13 DOI: 10.21248/l1esll.2022.22.2.367
Elisavet Kiourti
The primary purpose of this ethnographic research is to explore what literacy practices unfold through and beyond gaming, how metagaming is conceptualized and how metagaming shapes the players' view and relation to their literacy practices with a particular focus on the first-person shooter Counter-Strike: Global Offensive (CS:GO). Data from this study were drawn from ethnographic research of four young males within and around CS:GO in the context of Cyprus. Findings indicate that players go through a cycle of layering literacies in order to evolve their metagaming. Metagaming is about creating fluid forms of optimal or unexpected tactics and strategies during game play that go beyond the rules of the game to counter the opponent(s) by using pre-existing, current, and new knowledge from past game plays, as well knowledge and information from online and offline literacy practices. These layered literacies are multidirectional, interest-based and are part of learning related to high-level making decisions. The results contribute to the body of literature suggesting ways videogames and more specifically metagaming, could support literacy in L1 classrooms.
这项人种学研究的主要目的是探索通过和超越游戏的文化实践,元游戏是如何概念化的,以及元游戏是如何塑造玩家的观点以及与他们的文化实践的关系的,特别是以第一人称射击游戏《反恐精英:全球攻势》为例。本研究的数据来自塞浦路斯CS:GO及其周围的四名年轻男性的民族志研究。研究结果表明,玩家为了进化他们的元游戏而经历了一个层次素养的循环。Metagaming是指在游戏过程中创造一种超越游戏规则的最佳或意外战术和策略的流动形式,通过使用来自过去游戏玩法的已有的、当前的和新的知识,以及来自在线和离线读写实践的知识和信息来对抗对手。这些分层的读写能力是多向的、基于兴趣的,是与高层决策相关的学习的一部分。研究结果为大量文献提供了依据,表明电子游戏,更具体地说是元游戏,可以支持第一语言课堂的读写能力。
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引用次数: 3
Digital games, literacy and language learning in L1 and L2 数字游戏,读写能力和语言学习在L1和L2
IF 0.5 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-13 DOI: 10.21248/l1esll.2022.22.2.363
Thorkild Hanghøj, K. Kabel, S. Jensen
In this comparative systematic review, we analyse how the use of digital games inside and outside school settings might support primary and secondary students’ literacy and language learning in relation to first language (L1) and second language (L2) educational contexts. Our findings indicate widely different patterns from utilising diverse game aspects, theories, and research methodologies in relation to the two different subject areas, which show that they are less convergent than what often is suggested in research that compares the two subjects in a globalised world. The L1 studies indicate positive findings with mainly commercial games in relation to writing, multimodal production, critical literacy, and, partly, to reading. The L2 studies report positive findings with educational games in relation to the investigated language skills (vocabulary, reading, and writing), though with an increasing number of studies conducted in out-of-school settings examining commercial gaming practices. We discuss the findings from the two K-12 subjects using a cross-disciplinary perspective, and we suggest directions for future research.
在这篇比较系统的综述中,我们分析了在学校内外使用数字游戏如何支持小学生和中学生在第一语言(L1)和第二语言(L2)教育背景下的读写能力和语言学习。我们的研究结果表明,与两个不同主题领域相关的不同游戏方面、理论和研究方法的使用模式存在很大差异,这表明它们并不像在全球化世界中比较两个主题的研究中经常提出的那样趋同。L1研究表明,主要商业游戏与写作、多模式生产、批判性素养以及部分阅读有关。L2研究报告了教育性游戏与所调查的语言技能(词汇、阅读和写作)相关的积极结果,尽管越来越多的研究在校外环境中进行了商业游戏实践。我们从跨学科的角度讨论了两个K-12科目的研究结果,并提出了未来研究的方向。
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引用次数: 0
The literacies of a competitive esports team 竞技电子竞技团队的素养
IF 0.5 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-13 DOI: 10.21248/l1esll.2022.22.2.365
Hannah R. Gerber
This article explores a variety of literacy practices that exist with competitive esports, namely livestreaming, moderating/Mods, and VODs/VODcasting. Nearly two decades of research have indicated that videogaming provides rich experiences for developing multifarious and diverse literacy practices, but, to-date, little research examines the literacies born out of the rapidly growing and evolving videogaming market of esports. This study provides insight into the way a team functions to provide meaning-making experiences surrounding livestreaming, moderating, and VODcasting within the burgeoning esports culture. Drawing from a two-year snapshot of a larger five-year ethnographic examination of a competitive collegiate esports team, this study is guided by the theoretical perspective of distributed cognition. Data that inform this study stem from interviews, observations, and artifacts in both face-to-face and digital spaces. Findings indicate that the esports-related literacies of livestreaming, moderating, and VODs/VODcasting, transcend and overlap meaning-making experiences—in-the-moment and in reflectivity—suggesting that the role of the team is vital to the literacies found within the esports ecosystem.
本文探讨了竞技电子竞技中存在的各种文化实践,即直播、版式/ mod和VODs/VODcasting。近二十年的研究表明,电子游戏为发展各种各样的文化实践提供了丰富的经验,但是,到目前为止,很少有研究考察快速增长和发展的电子竞技电子游戏市场所产生的文化。本研究深入探讨了在蓬勃发展的电子竞技文化中,团队如何围绕直播、主持人和视频直播提供有意义的体验。本研究以分布式认知的理论视角为指导,基于对竞技大学电子竞技团队进行的为期两年的更大规模的五年人种学调查。为本研究提供信息的数据来自面对面和数字空间的访谈、观察和人工制品。研究结果表明,与电子竞技相关的直播、主持人和vod / vocasting的素养超越并重叠了当下和反思中的意义创造经验,这表明团队的角色对电子竞技生态系统中的素养至关重要。
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引用次数: 0
A critical review of digital game literacies in the English classroom 对英语课堂中数字游戏素养的批判性回顾
IF 0.5 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-13 DOI: 10.21248/l1esll.2022.22.2.370
Alexander Bacalja
This paper reviews research into the use of digital games in the L1 English classroom. It deals specifically with qualitative case study research investigating the potentialities of these new social, cultural and textual forms. The aim is to provide a critical review of the research to identify how teachers have been using these new forms of meaning making and to explore the literate practices associated with the study of digital games in the English classroom, as well as the games selected and the forms of classroom play utilised. Analysis of the 16 studies which met the inclusion criteria reveals that digital game literacies present opportunities for meeting the historical imperatives of English teaching, but also for providing new ways of thinking about how we support students to know themselves and the world. Connecting with students’ lifeworlds, developing traditional and contemporary skills, questioning representations within texts, and supporting the aesthetic dimension of textual experience, were reported to be important outcomes that could be achieved through learning about digital games in English.
本文回顾了在母语英语课堂中使用数字游戏的研究。它专门处理定性案例研究,调查这些新的社会、文化和文本形式的潜力。目的是对研究进行批判性回顾,以确定教师如何使用这些新的意义创造形式,并探索与英语课堂上数字游戏研究相关的文学实践,以及所选择的游戏和课堂游戏的形式。对符合纳入标准的16项研究的分析表明,数字游戏素养为满足英语教学的历史要求提供了机会,同时也为我们如何支持学生了解自己和世界提供了新的思考方式。连接学生的生活世界,发展传统和现代技能,质疑文本中的表现,支持文本体验的美学维度,这些都是通过学习英语数字游戏可以实现的重要成果。
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引用次数: 2
Game-informed meaning making in U.S. math class 美国数学课上的游戏意义生成
IF 0.5 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-13 DOI: 10.21248/l1esll.2022.22.2.368
S. Abrams
This article features data from a larger, ongoing eight-year study involving game-informed learning in public high school math classes in the Northeastern United States. More specifically, the focus on cooperative competition and assessment reveals how specific principles of gaming, namely discovery, reflexivity, contextual understanding, and sharing, can support the development of students’ literacies and numeracies. Furthermore, this article addresses how game-informed teaching and learning can be applied to L1 classroom.
本文的数据来自于一项持续8年的大型研究,该研究涉及美国东北部公立高中数学课堂的游戏学习。更具体地说,对合作竞争和评估的关注揭示了游戏的具体原则,即发现、反身性、上下文理解和分享,如何支持学生识字和算术的发展。此外,本文还讨论了如何将游戏教学应用于第一语言课堂。
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引用次数: 0
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L1 Educational Studies in Language and Literature
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