In this article, an analysis of multimodal representations in elementary school students’ descriptive texts about the mobile game Pokémon Go (PG) is used to discuss youths’ new literacy practices emerging from their out-of-school experiences (e.g., gaming, producing game-walkthroughs, and fan art). Social semiotic multimodal analyses of two students’ PG texts and their participation in talks around their texts are used to exemplify what occurs semiotically in the translation of meanings and designs across modes, media, and sites. Combining the analysis of the meaning potentials of multimodal representations with ethnographic accounts of their use in context produces the following findings: The PG writing task connects with the students’ lif...
The young generation are both consumers and producers of digital multimodal texts and can thus be se...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
This article discusses youth’s new literacy practices emerging from their out-of-school experiences ...
ABSTRACT This article addresses practices of textual appropriation in computer games made by young p...
Being ‘literate’ in the twenty-first century now involves more than encoding and decoding typographi...
ABSTRACT: This paper compares the oral and visual representations which 12 to 13-year-old students p...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...
Few spaces exist in schools that require students to research, play and design digital games. This p...
This chapter introduces the terms multimodality and multimodal literacies. Drawing on social semioti...
This chapter introduces the terms multimodality and multimodal literacies. Drawing on social semioti...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
The aim of this study is to analyse and describe the impact of digital devices with a multimodal cha...
The article takes the case of pupils in a fifth-year primary school class (10-11 years old) who use ...
Drawing on data collected over the course of one academic year from a sample group of ten, 6-7 year-...
The young generation are both consumers and producers of digital multimodal texts and can thus be se...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
This article discusses youth’s new literacy practices emerging from their out-of-school experiences ...
ABSTRACT This article addresses practices of textual appropriation in computer games made by young p...
Being ‘literate’ in the twenty-first century now involves more than encoding and decoding typographi...
ABSTRACT: This paper compares the oral and visual representations which 12 to 13-year-old students p...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...
Few spaces exist in schools that require students to research, play and design digital games. This p...
This chapter introduces the terms multimodality and multimodal literacies. Drawing on social semioti...
This chapter introduces the terms multimodality and multimodal literacies. Drawing on social semioti...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
The aim of this study is to analyse and describe the impact of digital devices with a multimodal cha...
The article takes the case of pupils in a fifth-year primary school class (10-11 years old) who use ...
Drawing on data collected over the course of one academic year from a sample group of ten, 6-7 year-...
The young generation are both consumers and producers of digital multimodal texts and can thus be se...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...