Steinkuehler on MMORPGs and Literacy as Tool, Place, and Way of Being.

Researching literacy as tool, place, and way of being. (PDF, Via c.a. steinkuehler – MMOG research.) I didn’t expect much alignment between this article and my research interests (compared to the previous articles I wrote about), but once again I seem to have chosen well. I found elements I can use in my discussion of context-embedded, inquiry-driven, and socially negotiated learning… and of 21st Century Skills. For the last time tonight… these quotes are categorized based on the section of my own paper they might appear in. They appear with minimal annotation, and they appear sans any formating – I’ve dragged and dropped from my outliner.

This article concludes my readings of Steinkuehler, at least for the time being. Next I move on to her colleague at the University of Wisconsin – Madison, David Shaffer. These posts will come later in the week. Now lets see if I can get any of these referral posts up before Eva or sleep claims me. :)

Context-embedded

– [ ] “MMOGaming is participation in a multimodal, and digital textual
place” (Steinkuehler, 2005b, p. 98)
– [ ] “Within video games… the reader becomes or inhabits a symbol,
enabling him or her to interact with signs as if they are the
very things they represent” (Steinkuehler, 2005b, p. 99)

Inquiry-driven

– [ ] MMOGs “serve as both the tool for (e.g. archiving digital
documents, accessing participant information) and object of (e.g.
fan fiction virctual social interaction) inquiry.” (Steinkuehler,
2005b, p. 96)

Socially Negotiated

– [ ] MMOGs allow “socially [and] materially distribvuted cognition
[to] aid us in unpacking the situatied interactions of
individuals with their environment, tools, artifacts,
representations, and other actors.” (Steinkuehler, 2005b, p. 96)

21st Century Skills

– [ ] digital age literacies: MMOGs “are new ways of reading and
writing – are new forms of literacy… [and suggest] new
definitons of what litracy is or could be.” (Steinkuehler,
2005b, p. 97)
– [ ] “video games are cutting-edge examples of digital technologies,
they represent a rich site for anticipating the new kinds of
literacies emerging.” (Steinkuehler, 2005b, p. 99)

ReferenceReading Research Quarterly, 40(1), 7-12.