Students require new skills for learning and working in the 21st Century such as creativity, critical thinking, teamwork, leadership, information-technology literacies, and competence in languages. Media education can help students learn to be critical consumers and creative producers of personally relevant and powerful communication. Unfortunately, these skills and experiences are difficult to acquire in traditional educational settings due to limited time and resources. This book describes a unique out-of-school language and literacy program in which Japanese high school participants played video and board games to practice English communication skills and improve their game literacy, worked in teams to make computer games using a free online game creation tool, then created advertising and prepared for an English interview at a small public game show. Each chapter in this book outlines the theoretical and empirical framework for a specific project, provides evidence for the multifaceted learning outcomes, and offers implications for teachers and researchers interested in language and literacy education.
Book: Electronic (PDF File; 7.769MB). Book: Print (Paperback). Published by The Learner, a book imprint by Common Ground Publishing, Champaign, Illinois.
Associate Professor, Faculty of International Relations, University of Shizuoka, Shizuoka, Shizuoka, Japan
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