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English Teaching and New Literacies Pedagogy

Interpreting and Authoring Digital Multimedia Narratives

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Len Unsworth and Angela Thomas

English Teaching and New Literacies Pedagogy: Interpreting and Authoring Digital Multimedia Narratives is about the fusion of media and narrative, and explores theoretical and practical dimensions of young people’s engagement with contemporary forms of text. It showcases a range of critical interpretative approaches for integrating multimedia narratives into English teaching contexts, including animated films such as Shaun Tan’s The Lost Thing, digital novels such as Inanimate Alice and 5 Haitis, and a virtual treatment of Shakespeare’s Macbeth. English teachers across grade levels will recognize the valuing of literature and will appreciate the practical pedagogy and fostering of creativity as students are encouraged to explore new forms of narrative. In the context of developing expertise in knowing how multimodal texts work, students can apply that knowledge in their own authoring of digital multimedia narratives.
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Acknowledgments

← VI | VII →Acknowledgments

Extract



The editors would like to acknowledge the Australia National Council of Deans of Education whose Commonwealth Government innovation funding supported a local Teaching Teachers for the Future (TFF) project at the University of Tasmania. The TTF project was designed to explore how new forms of digital multimedia technology can be infused into the teaching of English. This edited book derives from the extensive and intensive work with high-profile international teacher educators and researchers as well as with local and international teachers as a result of the funding granted for this project.

To publishers Allen and Unwin, thank you for granting permission for use of artwork from Margaret Wild and Ron Brooks’s picture book Fox.

We thank Passion Pictures Australia Pty. Ltd. for permission to include still images from the animated movie The Lost Thing.

We would also like to thank the journal editors of e-Learning and Digital Media for allowing us to use a version of the article “A Model for Critical Games Literacy” (E–Learning and Digital Media, Volume 10, Number 1, 2013) in our book.

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