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Using video games for learning: Developing a metalanguage for digital play

URI
https://hdl.handle.net/10497/22225
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Type
Article
Files
 GC-2020-921339.pdf (499.29 KB)
Citation
Toh, W., & Lim, F. V. (2020). Using video games for learning: Developing a metalanguage for digital play. Games and Culture, 16(5), 583-610. https://doi.org/10.1177/1555412020921339
Author
Toh, Weimin
•
Lim, Fei Victor 
Abstract
With technological advancement, digital play is increasingly popular as digital games appeal to all ages, but are particularly attractive to youths and children. It is useful to develop a deeper understanding of digital play and to explore ways in which caregivers can guide young people in their play to recognise and develop different types of learning. This paper attempts to address these issues through proposing a metalanguage for digital play. The theoretical orientation adopted in this paper is that of social semiotics and critical multiliteracies. Our focus is on harnessing the affordances of digital play for learning by systematising them into a metalanguage based on social semiotic theory that models the meaning potential of semiotic resources into the representation, engagement, and organisation functions. From the metalanguage, the pedagogical implications or a set of principles of using digital play for learning in the classroom context are discussed.
Keywords
  • Metalanguage

  • Digital learning

  • Multiliteracies

  • Social semiotics

  • Multimodal digital pl...

Date Issued
2020
Publisher
Sage
Journal
Games and Culture
DOI
10.1177/1555412020921339
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