New literacies in digital and multimedia contexts
Helping children and adults uncover the rules that organize the structure of mass media information is not a simple task, especially since families and schools expect to receive different types of support.
Literacy is contextualized within the framework of processes involving awareness of oral, written, or audiovisual language, as well as the transformations that these processes involve in relation to the specific discourse used.
- We analyze entertainment environments when children and young people become creators and producers.
- We approach interactive media as elements involved in children and young people’s popular culture. We focus on the power of these tools for developing new forms of thought, expression and communication by using multimodal codes in multiple environments.
- We are also interested in the beliefs and practices generated by the community in relation to these technological resources as expressive and communication tools.
We examined two processes, considering digital and interactive media as a starting point:
- The representations of the world that young people construct when interacting with digital technologies, especially the generation and construction of narrative content as well as related decision-making processes, as presented in oral and written language. Specific discursive practices are identified when interactive media are present in entertainment and educational scenarios combined with other analogical technologies. Moreover, we explore how conversations between children and adults as gamers or producers can contribute to creating awareness of the discourse rules they use.
- How multiple discourses present in film, photography, video games, machinima and social networks may be related in these specific contexts. Audiovisual machinima productions (recordings of the game in real time) as well as design and creation of video games are examined when the authors are children and young people. An interdisciplinary perspective is adopted in which the film directors and IT people participate as members of the research team.