This book offers a nuanced framework for making sense of literacy by addressing knowledge as contextualized, embodied, multimodal, and digitally mediated. Opening up new interdisciplinary themes, Mills, Unsworth, and Scholes confront emerging issues for next-generation digital literacy practices.
This book offers a nuanced framework for making sense of literacy by addressing knowledge as contextualized, embodied, multimodal, and digitally mediated. Opening up new interdisciplinary themes, Mills, Unsworth, and Scholes confront emerging issues for next-generation digital literacy practices.
Kathy A. Mills is Professor of Literacies and Digital Cultures at the Institute for Learning Sciences and Teacher Education, Australian Catholic University, Brisbane. Len Unsworth is Professor in English and Literacies Education at the Institute for Learning Sciences and Teacher Education, Australian Catholic University, Sydney. Laura Scholes is Associate Professor at the Institute of Learning Sciences and Teacher Education, Australian Catholic University, Brisbane.
Inhaltsangabe
Foreword by Theo van Leeuwen Acknowledgements Introduction 1. Introduction: Beyond Education for Industry 4.0: Next-Generation Literacies Part I: Mind and Materiality 2. Mind and Materiality of Digital Reading 3. Critically Evaluating Multiple Sources for Digital Futures 4. Why Video Gaming is an Important Digital Literacy Practice Part II: Body and Senses 5. Embodiment, Literacies, and Digital Media 6. Haptics and Motion in Literacy Practices with Digital Media 7. Virtual, Augmented, and Mixed Reality: New Literate Bodies Part III: Texts and Digital Semiotics 8. Infographics and Scientific Literacy 9. Advancing Animated Story Composition through Coding 10. Digital Interactive Literature Conclusion 11. Conclusion: Multimaterial Literacies for Digital Futures
Foreword by Theo van Leeuwen Acknowledgements Introduction 1. Introduction: Beyond Education for Industry 4.0: Next-Generation Literacies Part I: Mind and Materiality 2. Mind and Materiality of Digital Reading 3. Critically Evaluating Multiple Sources for Digital Futures 4. Why Video Gaming is an Important Digital Literacy Practice Part II: Body and Senses 5. Embodiment, Literacies, and Digital Media 6. Haptics and Motion in Literacy Practices with Digital Media 7. Virtual, Augmented, and Mixed Reality: New Literate Bodies Part III: Texts and Digital Semiotics 8. Infographics and Scientific Literacy 9. Advancing Animated Story Composition through Coding 10. Digital Interactive Literature Conclusion 11. Conclusion: Multimaterial Literacies for Digital Futures
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