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WHAT IS IT?
To be literate is to be able to
p
AsMULTI-
of g
understand, exchange, and create
meaning through text, speech and

LITERACIES
in
other forms of language. This is

a ch
expanding into other forms of

te
media, some examples include, IDEAS FOR APPLICATION
images, film, games, advertising, and
Gaming Literacy: Badges, character avatars,
social media. Reading and writing FAQ forum, flipped classrooms, quests
are vital forms of literacy, but are Visual Literacy: Design a character's tattoo,
MCKENZIE MATTHEWS,
not sufficient to be fully literate in graffiti wall about words that are important,
JARETT ZENTNER, NICOLE
objects as writing inspiration, mystery box
todays world, we must therefore SOMMERFELD
Communication Literacy: examining online
begin to incorporate other forms of footprints, critical research/fake news, class
literacy into the classroom to help website, social media pages for characters
inform students as they navigate an
ever-changing world. REFERENCES
Callow, J. (2008). Show Me: Principles for Assessing Students' Visual
Literacy. The Reading Teacher, 61(8), 616-626.
This brochure explores some of the http://www.jstor.org/stable/20204641

multiple literacies a Language Arts Cervetti, G., Damico, J., & Pearson, P. D. (2006). Multiple Literacies, New

teacher will be exposed to in the Literacies, and Teacher Education. Theory Into Practice, 45(4), 378-386.
doi:10.1207/s15430421tip4504_12

classroom and basically states that Courtland, M.C., Gambell, T. (2010). Literature, Media & Multiliteracies in
it is illogical to oppose multiple- Adolescent Language Arts. Vancouver, BC: Pacific Educational Press.

literacies in the classroom as Kapp, K. (2012) The Gamification of Learning and Instruction: Game-
Based Methods and Strategies for Training and Education (Kindle Version)
denying forms of literature other Retrieved form Amazon.com

than reading or writing printed texts Stokes, S. (2002). Visual Literacy in Teaching and Learning: A Literature
Perspective. Electronic Journal for the Integration of Technology in
ignores the culture which your Education, 1(1), 10-19. http://www.k12photoed.org/wp-

students live in. content/uploads/2014/03/Visual_Literacy_stokes.pdf

Zimmerman, E. (2009). Gaming literacy: Game design as a model for


literacy in the twenty-first century.In The Video Game Theory Reader
(Chapter 1). Retrieved from
GAMING VISUAL COMMUNICATION
LITERACY LITERACY LITERACY

Gamesandgamingliteracyaskstudentsto Visual Literacy encourages students to think Students today live in a world of communication.
experienceandexperimentwithideas about images and visuals that constantly From texting, e-mail, Instagram, and various other
withinaclosedspacewherefailureisan surround us in our 21st century world. Jon communication technologies, students are constantly
communicating with other people. Teachers must
option,theyalsoallowstudentstoaskhow Callow notes that texts often use more than
consider that their students are experts in
gamesrelatetotheworldoutsidethegame one mode, such as the visual and written
responding to literature in various forms of media and
andcanbeseenasmodelsforlearningand modes on a cereal box; the audio mode for a
technology long before they ever cross the threshold
actionintherealworld.Usinggame podcast; or the audio, visual, written and of a classroom (Courtland and Gambell 255). The
structures,studentscancommunicate gestural modes used with interactive issue of implementing multiple-literacies into the
thoughtsandunderstandingsofconcepts multimedia(p. 616). classroom is as old as the communication
throughamodalitythatmanyarealready technologies themselves (even as far back as the radio
familiarwith. Thinking about the artistic motivations behind and television in the classroom). A study from 2003
certain images and the connotations of these expresses that [t]eachers lack of familiarity with
Teachersareusinggameelementssuchas decisions students can begin to decipher the youth literacy practices breeds a persistent
incongruence between students experiences with
timebasedactivities,levellingup,story visually dominant world we live in. Visual
literacy inside school and outside (Cervetti 280).
telling,avatars,badges,andexperience literacy describes understanding the
pointsGamesandsimulationsyielded implications of certain choices used such as Language Arts teachers today must embrace the
betterlearningattitudescomparedto colour, composition, form, lines and symbols. technology students already bring into their
traditionalteachingmethods,andseemto Visual literacy, like language literacy, is classrooms and assist them in navigating their hyper-
increasemotivationacrossavarietyof culturally specific although there are universal communicative world effectively. It is important to
learnergroupsandsituations(Kapp). symbols or visual images that are globally teach students to be aware of their online footprints
understood (Stokes, 13). Students today need and how their digital presence reflects them.
to be able to understand visual messages and Furthermore, students need to develop a critical eye
when approaching information and research.
know how to create their own visuals as a way
Informing students on the nuances and implications of
of communication themselves.
language on a global scale becomes a teachers
responsibility in keeping students literate in the world
today.

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