Show simple item record

dc.contributor.authorAvery, Victoria L.
dc.date.accessioned2015-01-15T20:31:23Z
dc.date.available2015-01-15T20:31:23Z
dc.date.issued2014-12
dc.identifier.urihttp://hdl.handle.net/11122/4799
dc.descriptionThesis (M.A.) University of Alaska Fairbanks, 2014en_US
dc.description.abstractShannon Carter's pedagogy of rhetorical dexterity involves students using a familiar literacy at a meta-level to make sense out of an unfamiliar one. I used her pedagogy, as well as insights from James Paul Gee and John Dewey, in designing a 213x course on writing technologies. The writing prompt for the second unit asked students to write about their inquiry into the game space and reflect on how their experiences met up with research about video games in American society in general. The unit was sequenced with the intention that students would look at their own familiar literacies, understand them on a meta-level, before inquiry into "Portal." To understand one thing in terms of another is a metaphorical, conceptual understanding. Therefore, I use George Lakoff and Mark Johnson's theories on metaphorical language to analyze student writing. The second unit project involved students navigating multiple digital contexts: Google Drive, WordPress, class discussions, and the video game "Portal." My research investigates: How did students understand "Portal"? What role did "Portal" play in identity construction in my class?en_US
dc.description.tableofcontentsIntroduction -- "Bad at Video Games" -- Three Theorists and Flexibility in Learning -- My Own Digital Literacy Narrative -- Chapter 1: Making Connections -- 1.1 Rhetorical Dexterity -- 1.2 Video Games, Learning, and Literacy -- 1.3 The Course of Reflective Thought -- 1.4 Why Metaphor Theory? -- 1.5 Why Portal? -- 1.6 Course Design -- 1.7 Research Context -- 1.8 The Evolution of the Course -- Chapter 2: Thinking with Portals -- 2.1 Video games are forces (The Game Changes the Player) -- 2.2 Video games are mirrors (The Game Reflects the Player) -- 2.3 Video games are opponents (The Game is Against the Player) -- 2.4 Video games are a malleable material (The Player Changes the Game) -- 2.5 Initial Reflections -- Chapter 3: Reflections -- 3.1 Findings -- Works cited -- Selected bibliography.en_US
dc.language.isoen_USen_US
dc.titleConnecting places: writing about and with Portalen_US
dc.typeThesisen_US
dc.type.degreemaen_US
dc.identifier.departmentDepartment of Englishen_US
dc.contributor.chairStanley, Sarah
dc.contributor.committeeHarney, Eileen
dc.contributor.committeeHeyne, Eric
refterms.dateFOA2020-03-05T09:04:27Z


Files in this item

Thumbnail
Name:
Avery_uaf_0006N_10255.pdf
Size:
1009.Kb
Format:
PDF

This item appears in the following Collection(s)

Show simple item record