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Journal ArticleDOI

Teaching Multimodal and Digital Literacy in L2 Settings: New Literacies, New Basics, New Pedagogies

Heather Lotherington, +1 more
- 01 Mar 2011 - 
- Vol. 31, Iss: 1, pp 226-246
TLDR
The authors reviewed and reported on innovative pedagogical approaches to multimodal literacies involving L2 learners, which utilize diverse media to represent visual, audio, gestural, spatial, and tactile dimensions of communication in addition to traditional written and oral forms.
Abstract
Globalization and digitization have reshaped the communication landscape, affecting how and with whom we communicate, and deeply altering the terrain of language and literacy education. As children in urban contexts become socialized into communities of increasing cultural and communicational connectivity, complexity, and convergence (Jenkins, 2004), and funding for specialist second language (L2) support declines, classrooms have become linguistically heterogeneous spaces where every teacher is a teacher of L2 learners.This article has two purposes: The first is to give an overview of the concept of multimodal literacies, which utilize diverse media to represent visual, audio, gestural, spatial, and tactile dimensions of communication in addition to traditional written and oral forms (Cope & Kalantzis, 2009a). Since the New London Group's manifesto on multiliteracies in 1996, which merged language and literacy education agendas in L2 teaching, language arts, media literacy, and cultural studies, new basics have developed that apply to all classrooms and all learners. Second, this article reviews and reports on innovative pedagogical approaches to multimodal literacies involving L2 learners. These are grounded theoretically (Cope & Kalantzis, 2009a, 2009b; Kress, 2003, 2010; New London Group, 1996) and epistemologically (de Castell & Jenson, 2003; Gee, 2009, 2010; Kellner, 2004; Lankshear & Knobel, 2003, 2006).

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Journal ArticleDOI

"That Sounds So Cooool": Entanglements of Children, Digital Tools, and Literacy Practices

TL;DR: This paper examined a specific case in which English language learners (ELLs) made short videos about sustainability and social justice, to determine the diverse literacy practices such activities entailed, and they found that children produced storyboards and scripts, and videos with titles, and engaged in several other literacy activities, discussing what "made sense" in sequencing in a documentary story, what sustainability, social justice meant, how to report on information they had gathered, and so on.
Journal ArticleDOI

Informal learning on YouTube: exploring digital literacy in independent online learning

TL;DR: In this article, the authors explored the use of YouTube in the classroom and found that the role of YouTube video content plays in community formation and supporting informal peer learning, and how the students interacted with each other in these informal spaces.
Journal ArticleDOI

Teachers' Integration of Multimodality Into Classroom Practices for English Language Learners

TL;DR: The authors examined how two teachers who had limited experience with ELLs employed multimodality to teach ELL in their content area classes and found that employing multiple modes for instructional supports to enhance linguistic text gave teachers opportunities to help ELL learners gain nuanced understanding of subject-matter content knowledge, powerfully express what they learned, and discover a psychological refuge.
References
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An Introduction to Functional Grammar

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TL;DR: In this article, the status of science, technology, and the arts, the significance of technocracy, and how the flow of information is controlled in the Western world are discussed.
Journal Article

Digital Natives, Digital Immigrants

Marc Prensky
- 01 Oct 2001 - 
TL;DR: For example, this paper pointed out that students are no longer the people our educational system was designed to teach, and that a really big discontinuity has taken place in the last decades of the 20th century.
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What Video Games Have to Teach Us About Learning and Literacy

TL;DR: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines as mentioned in this paper.
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Reading Images: The Grammar of Visual Design

TL;DR: This chapter discusses representation and interaction, morality, and the materiality of meaning in the Semiotic Landscape - Surface and Inscription.
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