Technoliteracy, Discourse and Social Practice: Frameworks and Applications in the Digital Age

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Author: Darren Lee Pullen

ISBN-10: 1605668427

ISBN-13: 9781605668420

Category: Computers and literacy

In the digital age of technology, the nature of the educational system is becoming increasingly more complex and globally focused.\ Technoliteracy, Discourse, and Social Practice: Frameworks and Applications in the Digital Age utilizes a range of technologies and multiliteracies challenging social conventions and expectations of behavior. A defining body of research, this publication provides unique and significant insights into the diverse approaches and implementation of various contexts.

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"This book provides a unique and important insight into the diverse approaches to, and implementation of, technoliteracy in different contexts, presenting the significance and value of preparing students, educators and those responsible for information technology to use IT effectively and ethically to enhance learning"--Provided by publisher. Library Journal Pullen (education, Univ. of Tasmania), Christina Gitsaki (Internet English), and Margaret Baguley (education, Univ. of Southern Queensland) bring together 14 chapter-essays on technology in the service of global education, as considered by 24 Australian-, American-, and British-based subject specialists. The chapters are separated into three distinct sections: leadership issues, practical technoliteracy, and gaming-related literacy. Essays address controversial subjects, like the complications presented by the absence of technology in middle school curriculums and the practicability of gaming's didactic power. Although these specialist-oriented essays offer insightful reflections, the book seems incomplete; another volume is needed to address additional facets of this complex subject.

Sect. 1 LeadershipCh. 1 An Overview of Technology in Society: An Introduction to Technoliteracy Amanda Walker Walker, Amanda Bridgette Huddlestone Huddlestone, Bridgette Darren L. Pullen Pullen, Darren L. 1Ch. 2 Designs of Meaning: Redesigning Perceptions of School and Self Using Tactics of Resistance Donna Mahar Mahar, Donna 20Ch. 3 Hybrid Identity Design Online: Glocal Appropriation as Multiliterate Practice for Civic Pluralism Candance Doerr-Stevens Doerr-Stevens, Candance 36Ch. 4 Unpacking Social Inequalities: How a Lack of Technology Integration may Impede the Development of Multiliteracies among Middle School Students in the United States Laurie A. Henry Henry, Laurie A. 55Ch. 5 Information Technology: A Critical Discourse Analysis Perspective Thao Le Le, Thao Quynh Le Le, Quynh 80Sect. 2 Technoliteracy in PracticeCh. 6 CALL Course Design for Second Language Learning: A Case Study of Arab EFL Learners Abbad Alabbad Alabbad, Abbad Christina Gitsaki Gitsaki, Christina Peter White White, Peter 88Ch. 7 ICT in Malay Language Learning: Lessons Learned from Two Case Studies Abduyah Ya'akub Ya'akub, Abduyah Christina Gitsaki Gitsaki, Christina Eileen Honan Honan, Eileen 104Ch. 8 A Snapshot View of how Senior Visual Arts Students Encounter and Engage with Technology in Their Arts Practice Martin Kerby Kerby, Martin Margaret Baguley Baguley, Margaret 129Ch. 9 The Bard and the Web: Using Vodcasting to Enhance Teaching of Shakespeare to Pre-Service English Teachers Anita Jetnikoff Jetnikoff, Anita 143Ch. 10 Developing Literate Practices in Design and Technology Education Mike Brown Brown, Mike 158Ch. 11 Multimedia, OralHistory, and Teacher Education: From Community Space to Cyberspace Jenifer Schneider Schneider, Jenifer James R. King King, James R. Deborah Kozdras Kozdras, Deborah James Welsh Welsh, James Vanessa Minick Minick, Vanessa 185Sect. 3 The Literacy of GamingCh. 12 The Hidden Literacies of Massively Multiplayer Online Games P. G. Schrader Schrader, P. G. K. A. Lawless Lawless, K. A. 200Ch. 13 Multiliteracies and Games: Do Cybergamers Dream of Pedagogic Sheep? Pam Wright Wright, Pam David Skidmore Skidmore, David 220Ch. 14 Learning from Computer Games: Literacy Learning in a Virtual World Robyn Henderson Henderson, Robyn 232Compilation of References 250About the Contributors 282Index 287

\ Library JournalPullen (education, Univ. of Tasmania), Christina Gitsaki (Internet English), and Margaret Baguley (education, Univ. of Southern Queensland) bring together 14 chapter-essays on technology in the service of global education, as considered by 24 Australian-, American-, and British-based subject specialists. The chapters are separated into three distinct sections: leadership issues, practical technoliteracy, and gaming-related literacy. Essays address controversial subjects, like the complications presented by the absence of technology in middle school curriculums and the practicability of gaming's didactic power. Although these specialist-oriented essays offer insightful reflections, the book seems incomplete; another volume is needed to address additional facets of this complex subject.\ \