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Digital Literature in the ELA Classroom, Articles Cited: 11 - Coggle…
Digital Literature in the ELA Classroom
What is "Digital Literature?
Any literature that was created with the intent of existing in an online or digital format
Transmedia Literature: Texts that are created to exist online and contain a variety of different media (Pullinger et. al.)
The question of "what is literature" is bound to come up, but I'm mainly just going to define it for myself as pretty much anything. Misson and Morgan also have a very broad definition, and that's kind of what I'm grounding this idea in for this paper.
Koskima defines “digital literature” as a balance between digital publishing, hyperlink texts, and programmed texts (this is probably a bit outdated) ("The Challenge of Cybertext").
Clarifies that digital literature could oftentimes be distributed in a more traditional medium, but the very fact that it exists in the ways it does (ie on YouTube or a blog or a video game) is part of what makes it such an intriguing form of literature. (Wardrip-Fruin).
What kinds of Digital Literature are effective?
Video Games
Adventure games work well for struggling readers (Toomey)
Myst, Riven, and modern point-and click adventures
Low gaming literacy required
Games with online communities (Skains)
RPGs and MMORPGs
Especially effective with struggling readers (Li)
This article is specifically ESOL, but there is a TON of overlap
Player-paced dialogue
Online communities
(Native speakers of the L2)
Transmedia Literature
Social Media and any other online only resources
What are the benefits that Digital Literature provide that traditional literature can't?
Digital Literature is widely accessible in the digital age we live in (Skains)
Allows all students access to texts and resources
Online reading communities!
When the text is completely online, online communities form that can participate in the literature together (transmedia and video game communities) (Skains).
More motivating to a lot of students
We especially see this with video games, but learning through play is a huge motivator for a lot of students who struggle with reading and other things. We see this work with ESOL too! (Handayani)
Struggles that come with Digital Literature
Most types of digital literature are in the midst of their struggle to be taken seriously (Bouchardon)
Bouchardon focuses a lot on the tension that exists in this area of study
Most of the research is from people who are trying to expand the definition of literature rather than people who are trying to use it in the classroom (Daemmrich)
There is a need for more scholars who are proficient in "techno culture" (really just the digital landscape where digital literature is created/exists (Koskima "Teaching Digital Literature through Multi-Layered Analysis")
What Digital Literature do I want to use?
My interests lie in video games, but I am also really interested in the idea of transmedia that Pullinger et. al. discuss
Video Games
What Remains of Edith Finch, Pokemon or other JRPG, Stardew Valley, Gone Home
Transmedia
Simanowski defines digital literature "as media that goes beyond the purely linguistic ideas of traditional literature (including video games, movies, artworks, etc.)."
Movies/Tv
Artworks
What projects/assignments go well with Digital Literature?
I've seen a lot of things about them being used to support struggling readers, but I want to expand this section more.
Articles Cited: 11