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A New Literacies Sampler (New Literacies and Digital Epistemologies)

by Michele Knobel (Editor), Colin Lankshear (Editor)

ISBN-10: 9780820495231
ISBN-10: 0-8204-9523-9
ISBN-13: 9780820495231
ISBN-13: 978-0-8204-9523-1
Paperback
2007-01
Peter Lang Publishing


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Editorials


Product Description
The study of new literacies is quickly emerging as a major research field. This book "samples" work in the broad area of new literacies research along two dimensions. First, it samples some typical examples of new literacies—video gaming, fan fiction writing, weblogging, role play gaming, using websites to participate in affinity practices, memes, and other social activities involving mobile technologies. Second, the studies collectively sample from a wide range of approaches potentially available for researching and studying new literacies from a sociocultural perspective. Readers will come away with a rich sense of what new literacies are, and a generous appreciation of how they are being researched.

Reviews


Insightful Information on Emerging Technologies
I was intrigued with the fact that scholars are using blogging as a form of networking and comparing data as they are involved in the process of exploring various subjects. That's just one of the many surprises found in this sampling of new literacies. In chapter 8, Julia Davies and Guy Merchant use an autoethnographic approach to investigating how they and other scholars use blogging to further their careers.

Angela Thomas (chapter 7) discusses how adolescents use fan fiction to creatively express themselves by building upon already existing bodies of work. The ramifications are international as students comment on the work of peers from various countries and learn about other cultures in the process.

Jennifer Stone (chapter 3) points out that when students are interested in a subject, they have much greater capacity than might first be imagined. She discusses the complexity of popular culture websites and shows how "poor readers" make meaning out of difficult passages if they're interested in the content.

In chapter 5 James Paul Gee argues that video gaming is much more than entertainment. He makes the case that it teaches life skills through projection.

Overall there are a lot of samples of a wide range of media forms. This is an insightful look at how active users are designing media (in the sense of meaning-making) to work for them on an individual basis


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