Exploring multimodal literacy through digital gameplay and analysis---Chinese adolescents’ learning experience

Purpose: Academic discourse underscores the potential of digital gameplay in facilitating adolescents' acquisition of multimodal literacy. Despite the enduring appeal of digital games among this demographic, their pedagogical merits remain predominantly overlooked and underutilized. Thus, this...

Full description

Saved in:
Bibliographic Details
Main Authors: Shen, Yanan, Ab Jalil, Habibah, Jamaluddin, Rahimah
Format: Article
Language:English
Published: Ani Publishing 2024
Online Access:http://psasir.upm.edu.my/id/eprint/113484/1/113484.pdf
http://psasir.upm.edu.my/id/eprint/113484/
https://ejer.com.tr/manuscript/index.php/journal/article/view/1603
Tags: Add Tag
No Tags, Be the first to tag this record!
id my.upm.eprints.113484
record_format eprints
spelling my.upm.eprints.1134842024-11-26T01:31:33Z http://psasir.upm.edu.my/id/eprint/113484/ Exploring multimodal literacy through digital gameplay and analysis---Chinese adolescents’ learning experience Shen, Yanan Ab Jalil, Habibah Jamaluddin, Rahimah Purpose: Academic discourse underscores the potential of digital gameplay in facilitating adolescents' acquisition of multimodal literacy. Despite the enduring appeal of digital games among this demographic, their pedagogical merits remain predominantly overlooked and underutilized. Thus, this investigation seeks to delve into the realm of Chinese secondary students' multimodal literacy acquisition facilitated by engagement with digital gaming platforms. Method: Employing a qualitative case study methodology, this research investigated the learning dynamics and outcomes observed within two distinct cohorts of students, totalling eight participants. These students engaged in a nine-session program situated within a classroom environment, characterized by collaborative gameplay and structured game analysis. Central to this approach was the utilization of a metalanguage framework specific to digital play. Various data collection techniques were employed, encompassing participant observation, interviews, electronic portfolios, and field notes, all of which underwent thematic analysis for comprehensive interpretation. Findings: The results uncovered the nuanced learning dynamics and outcomes pertaining to students' multimodal literacy across functional, critical, and aesthetic domains. This was achieved through a detailed examination of digital gameplay, focusing on representation, engagement, and organization perspectives. Implications: This research provided empirical evidence supporting the recognition of digital games as legitimate and authentic texts that extend the narrative scope of students' literacy endeavours beyond traditional confines, thereby warranting increased pedagogical emphasis within literacy education settings. Such emphasis is essential for cultivating adolescents' multimodal literacy skills, priming them for adept critical engagement with future media contexts. Moreover, the study offers practical insights for educators, facilitating the assessment of digital gameplay as a form of literacy practice and its subsequent integration within multimodal literacy instructional frameworks. Ani Publishing 2024 Article PeerReviewed text en http://psasir.upm.edu.my/id/eprint/113484/1/113484.pdf Shen, Yanan and Ab Jalil, Habibah and Jamaluddin, Rahimah (2024) Exploring multimodal literacy through digital gameplay and analysis---Chinese adolescents’ learning experience. Eurasian Journal of Educational Research, 2024 (109). pp. 222-237. ISSN 1302-597X; eISSN: 2528-8911 https://ejer.com.tr/manuscript/index.php/journal/article/view/1603 10.14689/ejer.2024.109.012
institution Universiti Putra Malaysia
building UPM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Putra Malaysia
content_source UPM Institutional Repository
url_provider http://psasir.upm.edu.my/
language English
description Purpose: Academic discourse underscores the potential of digital gameplay in facilitating adolescents' acquisition of multimodal literacy. Despite the enduring appeal of digital games among this demographic, their pedagogical merits remain predominantly overlooked and underutilized. Thus, this investigation seeks to delve into the realm of Chinese secondary students' multimodal literacy acquisition facilitated by engagement with digital gaming platforms. Method: Employing a qualitative case study methodology, this research investigated the learning dynamics and outcomes observed within two distinct cohorts of students, totalling eight participants. These students engaged in a nine-session program situated within a classroom environment, characterized by collaborative gameplay and structured game analysis. Central to this approach was the utilization of a metalanguage framework specific to digital play. Various data collection techniques were employed, encompassing participant observation, interviews, electronic portfolios, and field notes, all of which underwent thematic analysis for comprehensive interpretation. Findings: The results uncovered the nuanced learning dynamics and outcomes pertaining to students' multimodal literacy across functional, critical, and aesthetic domains. This was achieved through a detailed examination of digital gameplay, focusing on representation, engagement, and organization perspectives. Implications: This research provided empirical evidence supporting the recognition of digital games as legitimate and authentic texts that extend the narrative scope of students' literacy endeavours beyond traditional confines, thereby warranting increased pedagogical emphasis within literacy education settings. Such emphasis is essential for cultivating adolescents' multimodal literacy skills, priming them for adept critical engagement with future media contexts. Moreover, the study offers practical insights for educators, facilitating the assessment of digital gameplay as a form of literacy practice and its subsequent integration within multimodal literacy instructional frameworks.
format Article
author Shen, Yanan
Ab Jalil, Habibah
Jamaluddin, Rahimah
spellingShingle Shen, Yanan
Ab Jalil, Habibah
Jamaluddin, Rahimah
Exploring multimodal literacy through digital gameplay and analysis---Chinese adolescents’ learning experience
author_facet Shen, Yanan
Ab Jalil, Habibah
Jamaluddin, Rahimah
author_sort Shen, Yanan
title Exploring multimodal literacy through digital gameplay and analysis---Chinese adolescents’ learning experience
title_short Exploring multimodal literacy through digital gameplay and analysis---Chinese adolescents’ learning experience
title_full Exploring multimodal literacy through digital gameplay and analysis---Chinese adolescents’ learning experience
title_fullStr Exploring multimodal literacy through digital gameplay and analysis---Chinese adolescents’ learning experience
title_full_unstemmed Exploring multimodal literacy through digital gameplay and analysis---Chinese adolescents’ learning experience
title_sort exploring multimodal literacy through digital gameplay and analysis---chinese adolescents’ learning experience
publisher Ani Publishing
publishDate 2024
url http://psasir.upm.edu.my/id/eprint/113484/1/113484.pdf
http://psasir.upm.edu.my/id/eprint/113484/
https://ejer.com.tr/manuscript/index.php/journal/article/view/1603
_version_ 1817844643624124416
score 13.226497