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Critical Discourse Analysis and Information and Communication Technology in Education  

Cheryl Brown

Critical discourse analysis (CDA) is a cross-disciplinary methodological and theoretical approach. At its core CDA explores the intersections between discourse, critique, power, and ideology which hold particular values for those teaching in developing contexts. CDA has emerged as a valuable methodological approach in cultural and media studies and has increased in prominence since the 2010s in education research where it is drawn on to explore educational policy, literacy education, and identity. This research has intersected with the field of information systems which has explored the dominant discourses and discursive practice of how information and communication technologies (ICTs) are viewed in policy and the contradictions between rhetoric and reality. It has also been drawn on in research in developing contexts to critique the role of ICTs in education. A brief historical background to CDA and overview of the key components of the approach will be provided. How CDA has been drawn on in educational studies will be examined and research on CDA will be highlighted to explore discursive practices of students and the influence of students’ digital identities on their engagement with and experience of online learning. By focusing on four key constructs of CDA—namely meaning, context, identity, and power—the potential of CDA to critically investigate how students’ are constructing their technological identity in an increasingly digital world will be demonstrated, particularly as examples of research emanating from developing contexts will be drawn.

Article

Digital Game-Based Learning: Foundations, Applications, and Critical Issues  

Earl Aguilera and Roberto de Roock

As contemporary societies continue to integrate digital technologies into varying aspects of everyday life—including work, schooling, and play—the concept of digital game-based learning (DGBL) has become increasingly influential. The term DGBL is often used to characterize the relationship of computer-based games (including games played on dedicated gaming consoles and mobile devices) to various learning processes or outcomes. The concept of DGBL has its origins in interdisciplinary research across the computational and social sciences, as well as the humanities. As interest in computer games and learning within the field of education began to expand in the late 20th century, DGBL became somewhat of a contested term. Even foundational concepts such as the definition of games (as well as their relationship to simulations and similar artifacts), the affordances of digital modalities, and the question of what “counts” as learning continue to spark debate among positivist, interpretivist, and critical framings of DGBL. Other contested areas include the ways that DGBL should be assessed, the role of motivation in DGBL, and the specific frameworks that should inform the design of games for learning. Scholarship representing a more positivist view of DGBL typically explores the potential of digital games as motivators and influencers of human behavior, leading to the development of concepts such as gamification and other uses of games for achieving specified outcomes, such as increasing academic measures of performance, or as a form of behavioral modification. Other researchers have taken a more interpretive view of DGBL, framing it as a way to understand learning, meaning-making, and play as social practices embedded within broader contexts, both local and historical. Still others approach DGBL through a more critical paradigm, interrogating issues of power, agency, and ideology within and across applications of DGBL. Within classrooms and formal settings, educators have adopted four broad approaches to applying DGBL: (a) integrating commercial games into classroom learning; (b) developing games expressly for the purpose of teaching educational content; (c) involving students in the creation of digital games as a vehicle for learning; and (d) integrating elements such as scoreboards, feedback loops, and reward systems derived from digital games into non-game contexts—also referred to as gamification. Scholarship on DGBL focusing on informal settings has alternatively highlighted the socially situated, interpretive practices of gamers; the role of affinity spaces and participatory cultures; and the intersection of gaming practices with the lifeworlds of game players. As DGBL has continued to demonstrate influence on a variety of fields, it has also attracted criticism. Among these critiques are the question of the relative effectiveness of DGBL for achieving educational outcomes. Critiques of the quality and design of educational games have also been raised by educators, designers, and gamers alike. Interpretive scholars have tended to question the primacy of institutionally defined approaches to DGBL, highlighting instead the importance of understanding how people make meaning through and with games beyond formal schooling. Critical scholars have also identified issues in the ethics of DGBL in general and gamification in particular as a form of behavior modification and social control. These critiques often intersect and overlap with criticism of video games in general, including issues of commercialism, antisocial behaviors, misogyny, addiction, and the promotion of violence. Despite these criticisms, research and applications of DGBL continue to expand within and beyond the field of education, and evolving technologies, social practices, and cultural developments continue to open new avenues of exploration in the area.

Article

Youth Activism through Critical Arts, Transmedia, and Multiliteracies  

Theresa Rogers

In the context of increasing realizations of the fragility of democracy, the possibilities and accomplishments of youth activist projects across material and virtual spaces and sites continue to flourish. Research on this work is situated in the rich scholarly traditions of critical youth studies and critical youth literacies as well as in theories of civic engagement, public pedagogy, participatory politics, cosmopolitanism, and relational mobilities. Many youth projects draw on the resources of arts, digital media, and critical multiliteracies to participate, in material ways, in public and political life. Taking up issues such as citizenship for immigrant youth, homelessness, and poverty, young people powerfully create critical, social, and political narratives that resonate within and beyond their own communities. Theorizing this work in relation to public engagement, spatiality, and mobilities deepens our understanding of those moments when youth in community and educational sites create powerful transmediated counter-narratives about their lives and worlds—the ways they incorporate both local and global understandings to create these new forms of political participation. And the work itself underscores the need for more equitable access to various multimodal and digital resources and the importance of youth access to public and mediated spaces. Schools and educators are called to create pedagogical spaces that invite students’ subjectivities, locations, and creative uses of material resources to engage in local and larger public dialogues, counter dominant cultural ideologies, address multiple publics, and create new forms of political participation.

Article

Youth and Media Culture  

Stuart R. Poyntz and Jennesia Pedri

Media in the 21st century are changing when, where, what, and how young people learn. Some educators, youth researchers, and parents lament this reality; but youth, media culture, and learning nevertheless remain entangled in a rich set of relationships today. These relationships and the anxieties they produce are not new; they echo worries about the consequences of young people’s media attachments that have been around for decades. These anxieties first appeared in response to the fear that violence, vulgarity, and sexual desire in early popular culture was thought to pose to culture. Others, however, believed that media could be repurposed to have a broader educational impact. This sentiment crept into educational discourses throughout the 1960s in a way that would shift thinking about youth, media culture, and education. For example, it shaped the development of television shows such as Sesame Street as a kind of learning portal. In addition to the idea that youth can learn from the media, educators and activists have also turned to media education as a more direct intervention. Media education addresses how various media operate in and through particular institutions, technologies, texts, and audiences in an effort to affect how young people learn and engage with media culture. These developments have been enhanced by a growing interest in a broad project of literacy. By the 1990s and 2000s, media production became a common feature in media education practices because it was thought to enable young people to learn by doing, rather than just by analyzing or reading texts. This was enabled by the emergence of new digital media technologies that prioritize user participation. As we have come to read and write media differently in a digital era, however, a new set of problems have arisen that affect how media cultures are understood in relation to learning. Among these issues is how a participatory turn in media culture allows others, including corporations, governments, and predatory individuals, to monitor, survey, coordinate, and guide our activities as never before. Critical media literacy education addresses this context and continues to provide a framework to address the future of youth, media culture and learning.