
“How can you tell a story in a game and have it be school-appropriate, while simultaneously making the student think about the implications of what they enjoy playing?”
“How can you tell a story in a game and have it be school-appropriate, while simultaneously making the student think about the implications of what they enjoy playing?”
After leaving the test screening for Harry Potter and the Deathly Hallows Pt. 1, I was bombarded with questions about literally every scene in the book.
The mainstream comics industry has been roundly (and justifiably) criticized for its problematic representation of women as well as its reluctance to acknowledge women as a fanbase with valid opinions.
Revisiting some of the pop culture topics covered here over the past few months by way of sharing some related links that get at media literacy, visual literacy, and transliteracy.
I’ve always been proud of my fandom, but I’m even more thrilled that it is a powerful tool for instruction in my classroom.
A connection with the point-of-view character sometimes isn’t made because words and ideas somehow get in the way of immediacy rather than reinforcing it. So when we attempt to show the cost of not appreciating literature by referencing the beauty and profundity of those words and ideas, we’re possibly compounding the problem…
We spy on these characters, we travel alongside them like a second, invisible yet all-seeing head on their shoulders, we peer inside their skulls, and later we say we “identified” with them as if that’s something they would have wanted…
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