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Creating a Classroom Affinity Space with Video Games and Virtual Reality as Literature

Luminous Literacies

ISBN: 978-1-80043-453-0, eISBN: 978-1-80043-452-3

Publication date: 6 September 2021

Abstract

In this five-week study, two teacher educators and one preservice teacher brought console and virtual reality games into an elective middle school language arts course in order to explore aspects of literacy as a social practice. To the extent possible in a public school, researchers sought to construct the classroom as an affinity space, treat the games as literature worthy of thoughtful response, and position students as co-investigators. Small groups of students played games and reflected on their experiences in writing, class discussion, and a culminating interview. The evolving discourse was framed with questions designed to evoke student explanations of their thinking related to their play experiences. Thematic analysis of student writing, researcher field notes, artifacts from large group meetings, and final interviews revealed the importance of community to the gamers' progress in the game and to their well-being in the classroom.

Keywords

Citation

Harvey, M.M. and Penny Pence, L.E. (2021), "Creating a Classroom Affinity Space with Video Games and Virtual Reality as Literature", Rice, M.F. and Dallacqua, A.K. (Ed.) Luminous Literacies (Advances in Research on Teaching, Vol. 36), Emerald Publishing Limited, Leeds, pp. 171-185. https://doi.org/10.1108/S1479-368720210000036015

Publisher

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Emerald Publishing Limited

Copyright © 2021 by Emerald Publishing Limited