Articulating My Ideas and
Critical Literacy
I
am getting closer to being able to articulate why I am doing what I am doing,
but have found that it seems easier to discuss why I am not doing certain
things and more importantly, why I have stopped doing things that I use to do.
I am feeling motivated with where I am, although still overwhelmed. I
definitely feel progress and forward momentum and that makes me want to push
further and do more, or as Jerry put it “I want to take my students to Europe”,
although I am still unsure of exactly what we will see or do while we are
there, I am excited to follow the students lead and see where it might take us.
My goal over the next 2 months is to really begin to use critical literacy in
my classroom. I want my students to have a critical disposition and a sense of
agency as Luke discussed. I just bought 8 children’s birthday cards and will
begin to look at them with my students. I have also asked for students to bring
in flyers so that we can begin to look critically at ads for toys, as well as
look at gender roles in regards to gifts for women and men/moms and dads. My
next step after that is to get going with critical literacy within books and
begin to use some riskier texts like we discussed at our last session. I really
want to get into these books with my students and see what happens.
James Gee and Video Games
Since
our first readings on Gee back in our Research Methods class, I have been quite
interested in the idea of big “D” Discourse and how it means so much more than
just the language we use. I first heard of Gee three years ago when I heard him
speak at a conference I went to. I was immediately engaged when he started
speaking about the many ‘literacies’ and included video games as one of them.
After our reading I see he maybe meant that it was a semiotic domain that uses
many of the ‘literacies’, but regardless, I was hooked. I am a ‘gamer’ and I
definitely see the benefit that game playing has on me and I imagine there
would be similar benefits for students.
To
dive further into some of what we read, I can also see how there is an affinity
group that forms within this domain. Recently I was at a rehearsal dinner and
my fiancé and I were standing and talking with a couple of my friends. Her
fiancé was nearby, but we had never really had a lot in common or much to talk
about. We would make small talk, but after that we would not really have much
else to say. My friend made a side comment about how the guys would be getting
together the following day to play video games. Later in the night I found
myself speaking with this man and instead of our usual niceties, we engaged in
a 20 minute long discussion on games. I had formed an ‘affinity group’ and 3 of
us spoke rapidly about the internal and external components, our favourite
games and genres, strategies, likes/dislikes, etc. Without me knowing, I was
engaged in a critical discussion with like-minded people. My fiancé at this
point left the discussion as he would not classify himself as a ‘gamer’, but by
the end of the night I was offering up 4 of my games to my friend’s fiancé.
While he did not see himself as an RPG player, as mentioned in the article, one
genre can be a precursor to another one and through my description and possible
convincing, he decided to give a couple of them a try. So while I am a
Playstation 3, RPG player, I can certainly shift between platforms and do find
enjoyment in different genres like First Person Shooters and various simulation
games.
The
readings also couldn’t have come at a better time. I have been trying to think
of an interesting club to run at school that would be fun for me and the
students, but also rooted in what the school and parents would deem
educational. After recently speaking with a boy about what video games we were
both playing I decided that I wanted to run a club around video games. My idea
around this stems from something Gee said at the conference I attended and that
was that some students were being deemed ‘illiterate’ in school, but were
writing video game manuals and coding programs at home. So I was thinking that
I could meet with the students who were interested in gaming (an affinity
group) and spend time talking about which games we like and why and delve into whatever
conversations came up about them. From here I was thinking that students could
write up manuals on how to play certain games, tips and strategies, and how to
find the ‘Easter Eggs’ throughout the game. I thought the students could sign
out the manuals and take them home to help them get through levels and then add
to them as they found out new information. This article now gives me some
backup as to the benefits of running a club like this, as I think it might be a
hard sell based on the fact that some games, even rated “E” games can still
have some violence. If this club encourages students to be active participants,
problem solvers, critical thinkers, reflectors, as well as encourage students
to read, write, communicate and analyze through various modalities/sign
systems, I can’t see how it wouldn’t be allowed. I am really excited by this!