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Schools remain notorious for co-opting digital technologies to «business as usual» approaches to teaching new literacies. DIY Media addresses this issue head-on, and describes expansive and creative practices of digital literacy that are increasingly influential and popular in contexts beyond the school, and whose educational potential is not yet being tapped to any significant degree in classrooms. This book is very much concerned with engaging students in do-it-yourself digitally mediated meaning-making practices. As such, it is organized around three broad areas of digital media: moving media, still media, and audio media. Specific DIY media practices addressed in the chapters include machinima, anime music videos, digital photography, podcasting, and music remixing. Each chapter opens with an overview of a specific DIY media practice, includes a practical how-to tutorial section, and closes with suggested applications for classroom settings. This collection will appeal not only to educators, but to anyone invested in better understanding - and perhaps participating in - the significant shift towards everyday people producing their own digital media.
“Like a compass guiding you to what’s important and why in this rapidly evolving field, this new edition is utterly stimulating but also thoughtful and measured.” Daniel Cassany, Literacy Researcher and Teacher, Universitat Pompeu Fabra, Barcelona, Spain "Essential reading for those interested in new and emerging literacy practices, New Literacies maps the contours of on- and off-line participation and how it is transforming learning and communication. This book provides the necessary theoretical background and illustration of practice for a radical re-appraisal of how we think about literacy and literacy education." Guy Merchant, Professor of Literacy in Education,Faculty of Developme...
This book brings together a group of internationally-reputed authors in the field of digital literacy. Their essays explore a diverse range of the concepts, policies and practices of digital literacy, and discuss how digital literacy is related to similar ideas: information literacy, computer literacy, media literacy, functional literacy and digital competence. It is argued that in light of this diversity and complexity, it is useful to think of digital literacies - the plural as well the singular. The first part of the book presents a rich mix of conceptual and policy perspectives; in the second part contributors explore social practices of digital remixing, blogging, online trading and social networking, and consider some legal issues associated with digital media.
A comprehensive approach to teacher research as systematic, methodical and informed practice. It identifies five generic features that must be present in all kinds of research, and provides guidelines for teachers to meet these in studies designed to enhance their vocation as educators.
This book presents sixteen essays in the new literacy studies tradition, written during the period 1985-2010. It covers a diverse range of themes with a particular emphasis on topics of cultural, political and historical interest. The collection includes both previously published and unpublished works, and is organized in four sections. Topics addressed in Part 1 include functional literacy, the politics of literacy in Nicaragua during the Sandinista period (1979-1990), the rise of the working class press in Britain, and reader response and the teacher as meaning-maker. Part 2 discusses critical literacy and active citizenship, literacy and empowerment, language and the new capitalism, varyi...
The study of new literacies is quickly emerging as a major research field. This book «samples» work in the broad area of new literacies research along two dimensions. First, it samples some typical examples of new literacies - video gaming, fan fiction writing, weblogging, role play gaming, using websites to participate in affinity practices, memes, and other social activities involving mobile technologies. Second, the studies collectively sample from a wide range of approaches potentially available for researching and studying new literacies from a sociocultural perspective. Readers will come away with a rich sense of what new literacies are, and a generous appreciation of how they are being researched.
Situated at the intersection of two of the most important areas in educational research today — literacy and technology — this handbook draws on the potential of each while carving out important new territory. It provides leadership for this newly emerging field, directing scholars to the major issues, theoretical perspectives, and interdisciplinary research pertaining to new literacies. Reviews of research are organized into six sections: Methodologies Knowledge and Inquiry Communication Popular Culture, Community, and Citizenship: Everyday Literacies Instructional Practices and Assessment Multiple Perspectives on New Literacies Research FEATURES Brings together a diverse international ...
This book explores what it means to be a 21st century literacy educator, promoting a reflective and inquiry-based approach.
`Joanne Larson and Jackie Marsh's Literacy Learning is easily the most theoretically sophisticated and practically useful discussion of sociocultural and critical approaches to literacy learning that has appeared to date' - James Paul Gee, Tashia Morgridge Professor of Reading, University of Wisconsin-Madison Making Literacy Real is the essential reference text for primary education students at undergraduate and graduate level who want to understand literacy theory and successfully apply it in the classroom. Doctoral students will find this a useful resource in understanding the relationship of theory to practice. The authors explore the breadth of this complex and important field, orientati...
Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»