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Literacy, Video Games and Popular Culture.

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Literacy, Video Games and Popular Culture. Empty Literacy, Video Games and Popular Culture.

Post  mynguyen Wed Feb 27, 2013 2:36 am

1. Gee uses specific situations and examples to explain the term "literacy" in his paper. First, he put himself as " a popular culture" and talks about how a child's reading skill is very important. However, there are many essential things beside "literacy" such as vernacular oral language,content areas. Then, he goes deeper on how the early stage development is different from each child, and how the child develops for each type of language. Also, he gives an example of effective factors that affect on the child's development of literacy such as "everyday" language, or how new digital media impacts and makes young people form areas of expertise early in life. In popular culture, " young children often engage with each other in informal peer learning groups. Moreover, children also can improve their " literacy" by playing appropriate video games, which they can gain the ability to read "specialist vocabulary", then discuss about "the rules" or even go to the Internet to look it up. "today popular culture often organizes learning for problem solving, language and literacy, in deep and effective way." He states that good video games enhance good learning. Finally, he discusses how literacy and language work. There are two ways "verbal" and "situated".

2. Forms of communication"
- "situated"
- foreign movies with subtitle
- reading
-"verbal"
-joining forums
-websites

mynguyen
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