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Exploring adolescents' multimodal literacy as critical and creative prosumers in digital game-based multimodal composition
by
Yanan Shen
, Habibah Ab Jalil
, Rahimah Jamaluddin
in
Computer games
/ Creative ability
/ creative thinking
/ Critical thinking
/ digital game
/ digital multimodal composition
/ multimodal literacy
/ Psychological aspects
/ Social aspects
/ Technology application
/ Teenagers
/ Youth
2025
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Exploring adolescents' multimodal literacy as critical and creative prosumers in digital game-based multimodal composition
by
Yanan Shen
, Habibah Ab Jalil
, Rahimah Jamaluddin
in
Computer games
/ Creative ability
/ creative thinking
/ Critical thinking
/ digital game
/ digital multimodal composition
/ multimodal literacy
/ Psychological aspects
/ Social aspects
/ Technology application
/ Teenagers
/ Youth
2025
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Do you wish to request the book?
Exploring adolescents' multimodal literacy as critical and creative prosumers in digital game-based multimodal composition
by
Yanan Shen
, Habibah Ab Jalil
, Rahimah Jamaluddin
in
Computer games
/ Creative ability
/ creative thinking
/ Critical thinking
/ digital game
/ digital multimodal composition
/ multimodal literacy
/ Psychological aspects
/ Social aspects
/ Technology application
/ Teenagers
/ Youth
2025
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Exploring adolescents' multimodal literacy as critical and creative prosumers in digital game-based multimodal composition
Journal Article
Exploring adolescents' multimodal literacy as critical and creative prosumers in digital game-based multimodal composition
2025
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Overview
Digital gameplay and digital multimodal composition (DMC) are promising multimodal literacy practices. Nevertheless, research on their incorporation in literacy classrooms to foster students' multimodal literacy skills is lacking. This qualitative case study explored how two groups of Chinese adolescents used multimodal literacy in digital game-based multimodal composition and assumed their role as critical and creative prosumers. Through a 16-session project, the participants used tablets to collaboratively produce short game videos based on design resources obtained during their digital gameplay. The students demonstrated multimodal literacy through understanding, interpreting and applying multimodal semiotic modes for representational, interpersonal, and compositional meaning-making. Furthermore, they played a multifaceted role as prosumers, including critical gamers, reflective video editors, creative designers, and knowledgeable contributors to the gaming community. This study suggested that incorporating digital games for DMC practice is a valuable opportunity for multimodal literacy learning, cultivating students' criticality and creativity for active participation in the digital era.
Publisher
International Forum of Educational Technology & Society,International Forum of Educational Technology & Society
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