Negotiation and Videogames: The sequencing of learning and evaluation

Title
Negotiation and Videogames: The sequencing of learning and evaluation
Publication Date
2025
Author(s)
Lowien, Nathan
( author )
OrcID: https://orcid.org/0000-0001-8907-2198
Email: nlowien2@une.edu.au
UNE Id une-id:nlowien2
Editor
Editor(s): Zammit, Katina, Daffurn, Narelle and Batt, Jantiena
Type of document
Book Chapter
Language
en
Entity Type
Publication
Publisher
Australian Literacy Educators Association Ltd
Place of publication
Crow Nest, Australia
Edition
1
UNE publication id
une:1959.11/71285
Abstract

The educational videogame Spell Block Academy requires players to spell words correctly by rolling letter blocks into holes on a gameboard. Extensive research has been conducted into the benefits and implications of using videogames to support learning and literacy in educational contexts. Videogames support literacy learning through player and game system interactions, which provide players with feedback that supports their learning. This chapter uses a novel approach that draws on emerging functional grammar (formally referred to as systemic functional semiotic (SFS)) understandings of videogames to investigate how the game Spell Block Academy scaffolds learning through negotiated gameplay. A text analysis methodology referred to as multimodal critical discourse analysis informed by SFS theoretical tools was used for the investigation. Results from the analysis are presented. Results from the research have theoretical and pedagogical implications. First, theoretical understandings of how videogames scaffold literacy learning through interactive gameplay negotiation are discussed. Second, pedagogical implications for developing a critical appreciation of videogames are conveyed.

Link
Citation
Quality literacy education: A celebration of practice, p. 73-86
ISBN
97809777546862
Start page
73
End page
86

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