Teachingmedialiteracy.com: A Web-Linked Guide to Resources and Activities

 Chapter 2: Adolescents’ uses of new digital media

[2.1] Adolescents’ Uses of New Media in Media Education

[2.2] Literacies through the Use of New Media

[2.3] Learning to Make Connections

[2.4] Engaging in Inquiry-Based Critical Literacy through Blogs and Wikis

[2.5] Video Games and Problem-Solving Strategies

[2.6] Engaging in Critical-Inquiry Learning through Webquests

[2.7] Employing Webquests in the Classroom

[2.8] Further Online Resources for Integrating the Web into Media Studies

[2.9] General Use of the Internet in Education

[2.10] Organizations that Promote the Use of Technology in Schools

[2.11] Web-based Resources for Teaching Media Literacy

[2.12] References

Chapter 2

[2.3] Learning to Make Connections

[2.3.1] Toward Critical Multimedia Literacy. Jay Lemke argues that these new media are highly multimedia in that they integrate images, sounds, animation, and video, as well as interactive participation.

Websites and digital games that are based on feature films:

The Lord of the Rings:

[2.3.2] New Line Cinema.
[2.3.3] Electronic Arts videogames series
[2.3.4] Sierra videogames series

The Matrix:

[2.3.5] Warner Bros.
[2.3.6] video game site

[2.3.7] The Prince of Persia: the user controls the time of the game

For further reading on Lemke’s theories of digital learning:

[2.3.8] Lemke, J. (1998). Metamedia literacy: Transforming meanings and media. In D. Reinking, L. Labbo, M. McKenna, & R. Kiefer (Eds.), Handbook of literacy and technology: Transformations in a post-typographic world(pp.283-301). Hillsdale, NJ: Erlbaum. [Online]
[2.3.9] Lemke, J.L. 2002. Notes on multimedia and hypertext. [Online]
[2.3.10] Lemke, J. L. (in press). Travels in hypermodality. Visual Communication. [Online]

[2.3.11] Dave Jonassen’s course on constructivist learning and technology (specific examples of using technology to foster constructivist learning)

[2.3.12] Storyspace™ is a hypertext authoring tool published by Eastgate Software

[2.3.13] Hypertext and Hypermedia

[2.3.14] For examples of hypertext fiction see the Reading Room at Eastgate Software.

[2.3.15] The America Web Middle school students used Storyspace™ (Bolter, Smith, & Joyce, 1990) to construct hypertexts based on research on American history and culture (Patterson, 2000).

[2.3.16] Inspiration -- concept mapping tool.

[2.3.17] Tinderbox -- writing organization tool

[2.3.18] NoteTaker

[2.3.19] NoteBook 

[2.3.20] OneNote  

[2.3.21] In a university-community collaborative after-school/summer program in Oakland, California, DUSTY—“Digital Underground Storytelling for Youth,” adolescents create and display multimedia digital stories consisting of a narrative with the author’s voice along with photographs, video, and music (Hull, 2003).

[2.3.22] Digital Storytelling

[2.3.23] Traci Gardner: Read-Write-Think lesson: students to keep a daily diary of their audio media use and reflect on their practices and interests.

[2.3.24] Traci Gardner, Writing Technology Autobiographies

 
 
 

 

 

 

 


The views and opinions expressed in this page are strictly those of the page author.
The contents of this page have not been reviewed or approved by the University of Minnesota.