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Author
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Elizabeth A. Lasley
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Year
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2017
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Publisher
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Journal of Literacy and Technology
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Abstract
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Literacy in the twenty-first-century extends beyond symbolic representations of letters grouped
together to signify words or concepts on a piece of paper. Twenty-first-century literacy involves the ability to compose and interpret imagery using visual and spatial reasoning through signs and
symbolism in a contemporary format, such as video games (Gee, 2003; Johnson, 2005). How do
video games support or even relate to literacy development? This paper will discuss the relationships
between literacy in video games, Gee’s (2003) learning principles related to semiotics, critical
thinking, play, and the application of games, such as SimCity in the classroom, an interdisciplinary
project-based approach to learning.
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Language
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English