open access publication

Article, 2022

TEACHERS' FRAMING AND DIALOGIC FACILITATION OF MINECRAFT IN THE L1 CLASSROOM

L1 EDUCATIONAL STUDIES IN LANGUAGE AND LITERATURE, ISSN 1573-1731, 1573-1731, Volume 22, Pages 1-31, 10.21248/l1esll.2022.22.2.364

Contributors

Hanghoj, Thorkild 0000-0001-8053-8377 (Corresponding author) [1]

Affiliations

  1. [1] AAlborg Univ, Aalborg, Denmark
  2. [NORA names: AAU Aalborg University; University; Denmark; Europe, EU; Nordic; OECD]

Abstract

A fairly large body of research has documented how digital games can be used in L1 education. However, there is still a lack of detailed studies on how literacy teachers go about teaching with games as multi-modal texts in the classroom. Revisiting earlier empirical work on the use of the sandbox game Minecraft in primary school, the aim of this paper is to explore how a specific game challenge is enacted in practice as seen from a dialogic perspective. Drawing on theories on games and literacies, dialogic education, and teachers as professional practitioners, the paper presents the Game as Educational Challenge (GEC) model in order to understand how L1 teachers frame specific game challenges and facilitate dialogue with the students in relation to their game experiences. The model is used to reanalyse empirical examples of how teachers from three primary schools adopted a teaching unit with Minecraft through different pedagogical approaches. The findings show not only how the teachers' framing of the game challenges reflected their familiarity with the game, but also how they taught and related the game challenges to curricular aims in different ways. Moreover, it is found that the teachers negotiated authorial positions quite differently when facilitating classroom discussions with students about their game experiences.

Keywords

Minecraft, dialogic education, digital games, educational framing, teacher facilitation

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