Category Archives: yellow

Poetronica

Game Rules: 100 Minutes to Learn iMove & Produce a Poetronica Work

Learning through Digital Storytelling

Poetronica

In this short video, York University teacher candidates are challenged to learn iMovie and produce a Poetronica work in 100 minutes (with original, found, or curated poetry). Poetronica = poetry, new media, multimodal literacies + production & publication/sharing.

Mods: Create your own soundtrack.

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Teaching Multimodal & Digital Literacies in L2 Settings

New Literacies, New Basics, New Pedagogies

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Learning through Digital Storytelling

Teaching Multimodal & Digital Literacy in L2 Settings: New Literacies, New Basics, New Pedagogies

AUTHORS
Heather Lotherington, York University

Jennifer Jenson, York University

Related Videos: L2 Digital Storytelling with Scribjab


ABSTRACT

Globalization and digitization have reshaped the communication landscape, affecting how and with whom we communicate, and deeply altering the terrain of language and literacy education. As children in urban contexts become socialized into communities of increasing cultural and communicational connectivity, complexity, and convergence (Jenkins, 2004), and funding for specialist second language (L2) support declines, classrooms have become linguistically heterogeneous spaces where every teacher is a teacher of L2 learners.

This article has two purposes: The first is to give an overview of the concept of multimodal literacies, which utilize diverse media to represent visual, audio, gestural, spatial, and tactile dimensions of communication in addition to traditional written and oral forms. Since the New London Group’s manifesto on multiliteracies in 1996, which merged language and literacy education agendas in L2 teaching, language arts, media literacy, and cultural studies, new basics have developed that apply to all classrooms and all learners. Second, this article reviews and reports on innovative pedagogical approaches to multimodal literacies involving L2 learners – approaches that might helps us more generally rethink 21st Century literacy and learning.

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What Is a Digital Story? Narrative in New Spaces

Heather Lotherington, York University

Learning through Digital Storytelling

Heather Lotherington
Voice: Maya Woloszyn

In this video, we take an extended look at digital narratives as a vehicle for production pedagogies, discussing what narratives are, and how new media tools, digital network connection, and mobile access enable the learner to navigate, produce and share dynamic user-created narratives and research artifacts to engage a global community.

Here, we’ll explore how production pedagogies might enable learners to deeply engage multiliteracy competences through the making of authentic cultural products, art and knowledge.

Related Videos:

Multimodal/Multilinqual Digital Storytelling with Scribjab

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MakeMe Card Game

An Ideation Card Deck Game to Support Game Design, Emily Flynn-Jones

Learning through Game Design

Play the MakeMe Deck

This module component (in two parts) explores socially conscious and critically focused game design. In part 1, we looked at design philosophies, game examples and (in part 2) we participate in a game design exercise, using the MakeMe Card Deck.

Watch the video for a MakeMe Tutorial and download the Make Me Instructions.

Mod the MakeMe Deck to create simulations and games and ideation decks for your own discipline! Coming Soon – A MakeMe Deck for Digital Storytelling (Narrative Ideation Deck)

Author/Creator Bio: Emily Flynn-Jones, PhD is a Postdoctoral Research Fellow and game scholar from York University where she works of promoting gender equity in gaming culture. She also makes games based on her research.

Art Design: Monika Krupa

Creative Technologist: Lindy Wilkins

Launch the MakeMe Card Deck!

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Learning With Games: Critical Play & Game Design

Emily Flynn-Jones, PhD, York University

Learning through Game Design

Critical Play with Dr. Emily Flynn-Jones

In this video, games researcher and media artist, Emily Flynn Jones, introduces us to the art of critical game design. In this video, we look at critical game design & the concept of ‘critical play’, explore the value of critical play in educational contexts, and demonstrate and participate in a critical game design exercise. Building upon the work of Mary Flanagan (Values at Play Model), Dr. Flynn-Jones articulates ‘critical Play’ in relation to game making forms which consciously create ‘played experiences’ that may instantiate social values or ethical positions, or interrogate ideological systems. Games created for critical play can provide safe spaces for exploring issues, connecting artistic self-expression with critical-aesthetic interventions.

Emily Flynn-Jones has a PhD in game studies. Her critical work has a feminist bent, and is concerned with gender-based equity of access to games and game making, as well as the discourses surrounding gender in gaming. She also makes ‘strange little games’ which relate to her research.

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Exploring Media Literacy & Computational Thinking

A Game Maker Curriculum Study

Articles and Educational Resources are Password Protected. Please register with New Media Modules or Contact Us.

Learning through Game Design

AUTHORS

Jennifer Jenson York University
Milena Droumeva, Simon Fraser University

ABSTRACT
While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on ‘game construction’ pedagogy as a vehicle for enhancing computational literacy in middle and high school students. Essentially, game construction-based curriculum takes the central question ‘do children learn from playing games’ to the next stage by asking ‘(what) can children learn from constructing games?’

Founded on Seymour Papert’s constructionist learning model, and developed over nearly two decades, there is compelling evidence that game construction can increase student confidence and build their capacity towards ongoing computing science involvement and other STEM subjects. Our study adds to the growing body of literature on school-based game construction through comprehensive empirical methodology and evidence-based guidelines for curriculum design. There is still debate as to the utility of different software tools for game construction, models of scaffolding knowledge, and evaluation of learning outcomes and knowledge transfer.

In this paper, we present a study we conducted in a classroom environment with three groups of grade 6 students (60+ students) using Game Maker to construct their own games. Based on a quantitative analysis and a qualitative discussion we organize results around several core themes that speak to the field of inquiry: levels of computational literacy based on pre-and post-tests; gender-based attitudes to computing science and programming based on a pre- and post-survey; and the relationship between existing media literacy and performance in programming as part of the game construction curriculum. Significant results include some gender differences in attitudes towards computers and programming with boys demonstrating slightly higher confidence and performance. We discuss the complex reasons potentially contributing to that, particularly against a diverse ecology of overall media use, gameplay experience and access to technology at home. Finally, we theorize game construction as an educational tool that directly engages foundational literacy and numeracy, and connects to wider STEM-oriented learning objectives in ways that can benefit both boys and girls in the classroom.

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Designing Games & Creative Coding

Jennifer Jenson, York University

Learning through Game Design

While much educational research often focuses on what people learn through playing digital games, in this video Professor Jennifer Jenson explores what and how people learn through making games.

Here, the art and practice of game design is presented as something that anyone – at any age – can engage, opening up learning vistas that integrate creative and critical processes, as well as coding literacies and computational thinking.

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Putting the Critical Back into Maker Spaces

Dr. Laura Pinto, University of Ontario Institute of Technology

Learning through Critical Making

This video interrogates the popular maker movement’s ‘state of the actual’ in education with respect to its criticality, problematizing the effects of an uncritical exuberance for educational making. To do so, the video situates maker and production pedagogies philosophically, and discusses how their thrust and emphasis create both hidden and overt curricula that can either cultivate or silence criticality. The video calls attention to how making has abandoned its original, critical roots and the resulting educational, environmental and social implications.

Laura Elizabeth Pinto Laura Elizabeth Pinto is an Associate Professor of education at the University of Ontario Institute of Technology and the recipient of a 2009 Canadian Governor General’s Gold Medal for her academic work. Her critically-oriented research focuses on democracy and social justice in both education policy and practice.

Learning Through Critical Making: Putting the Critical Back into Maker Spaces

keywords

CONSTRUCTIONISM: learners co-create new knowledge based on active engagement with raw materials or digital code.

MAKING: a strategy to engage youth in science, technology, engineering, math, arts, and learning as a whole

CRITICAL MAKING: production that necessarily integrates reflective processes – thus emphasizing a certain type of critically-infused process over the production

PRODUCTION PEDAGOGY: learners engage in (multi)literacy, artistic, and/or practical design challenges and aptitudes through the making of authentic artefacts.

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Making off the Grid: Upcycling Learning

Gordie Wornoff, York University

Learning through Critical Making

In this video, educator Gordie Wornoff explores multiple dimensions of DIY production and critical making ‘in the wild’. Gordie models his theory and practice of critical making, and links critical making and learning to wider social-environmental and educational ecologies. Gordie unpacks terms like upcycling, salvaging, and modding, and examines how forms of ‘DIY microproduction’ (in and outside of schools) might be conceived as a pedagogical intervention, and seen as both aesthetic and emancipatory form of learning. Tools for conviviality – in action.

keywords

SALVAGING
REPURPOSING
TRANSFORMING
UPCYCLING
DIY MICROPRODUCTION
MODDING

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