Rebecca W Black
Biographic Data
| ID | 3587937 |
|---|---|
| NAME | Rebecca W Black |
| GIVEN NAMES | Rebecca W |
| FAMILY NAME | Black |
| SIGNATURE | BLACK R W |
| AFFILIATIONS | University of California, Irvine |
| ORCID | 0000-0003-2412-6217 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 34 |
| AUTHOR COUNT | 13 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2005 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
Conducting a national expansion of a text-based argument writing intervention for secondary students using a cognitive strategies approach
Animating queer figured worlds
This article explores how three contemporary animated television series for young people expand the concept of figured worlds to create queer figured worlds that challenge notions of both hetero- and homonormativity. Through a textual, thematic/detailed, qualitative content analysis of these shows, we demonstrate how the worldbuilding in these series goes beyond creating sites for queer resistance to heteronormativity by creating queer figured wo…
Digital Literacy in Foreign Language Through Text Mining and Fanfiction Writing
This study investigates how digital literacy in a foreign language (FL) may be supported by the use of a digital resource that can aid the processes of reading and writing. Thus, this research is based on studies by Feldman and Sanger (2006) about text mining, and on research by Black (2007; 2009) about the incorporation of a text genre typical from the Internet, the fanfiction (text based on existing media), in language learning. Through the use…
Environment-selected directors”
In many legal frameworks, corporate directors are selected by shareholders. Proposed legislature in the US seeks to enable employee representation on corporate boards as well. Nevertheless, current approaches to corporate board selection could result in the systematic discounting of the needs of other, unrepresented stakeholder groups beyond shareholders and employees. To investigate this issue, we envisioned a new kind of corporate director---th…
Constructing Difference
Play and identity in gendered Lego franchises
In this paper, we use a mixed methods approach to compare the multimodal ‘building blocks' of play provided by the LEGO Friends franchise, which is primarily aimed at female audiences, and several other LEGO series that are marketed to similar-age male audiences. Using both quantitative and qualitative analyses, we examine if and how certain configurations of play and gendered-discourses may be privileged through preferred set constructions (i.e.…
Connections and Communities in Virtual Worlds Designed for Children
As more and more people are interacting through online spaces, questions emerge as to how these computer‐mediated interactions impact people's social connections and ability to form communities. Some of the online spaces that are exceedingly popular are virtual worlds designed specifically for children. This study, using participant‐observations and content analysis, explored how users communicate, form connections, and develop community in child…
Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming
In recent years, there has been a great deal of research and pedagogical experimentation relating to the uses of technology in second (L2) and foreign language education. The majority of this research has usefully described and examined the efficacy of in‐class and directly classroom‐related uses of technology. This article broadens the scope of inquiry to include L2 and foreign language‐related uses of technology that extend into the interstitia…
Let Everyone Play
This article makes a theoretical, legal, and moral proposition that fan fiction, a form of derivative writing based on existing media and popular culture, be considered fair use of copyrighted materials under U.S. copyright law. In our discussion, we draw from the U.S. legal system’s definition of fair use and significant cases related to copyright in order to make the argument that fan fiction writing constitutes fair use because it is transform…
English‐Language Learners, Fan Communities, and 21st‐Century Skills
This article draws from literature on language, literacy studies, and 21st century skills to explore how English‐language learning (ELL) youths, through their engagement with digital technologies and popular media, are developing the sort of proficiencies that have been identified as crucial to effective participation in an increasingly globalized and technology‐oriented society. Analysis focuses on websites related to media fandom and highlights…
Online Fan Fiction, Global Identities, and Imagination
Based on longitudinal data from a three-year ethnographic study, this article uses discourse analytic methods to explore the literacy and social practices of three adolescent English language learners writing in an online fan fiction community. Findings suggest that through their participation in online fan-related activities, these three youth are using language and other representational resources to enact cosmopolitan identities, make transnat…
Language and Literacy Development in Computer-Mediated Contexts and Communities
This article describes second language uses of Internet communication tools, Web environments, and online gaming, and critically reviews existing research and emerging technologies representing diverse pedagogical conditions in three distinct computer-mediated configurations: (1) instructed and institutional intraclass discussion and interclass partnerships, (2) transcultural partnerships and structured participation in “open” Internet environmen…
Access and Affiliation
Online fanfiction communities provide adolescent English-language learners (ELLs) with a forum for engaging in an array of sophisticated literacy practices. This article draws on constructs from literacy studies and second-language acquisition as conceptual bases for exploring the writing, reviewing, and social practices in an online fanfiction community. Analyses focus on how the networked structure of such sites facilitates English-language lea…
Online Fan Fiction, Global Identities, and Imagination
Based on longitudinal data from a three-year ethnographic study, this article uses discourse analytic methods to explore the literacy and social practices of three adolescent English language learners writing in an online fan fiction community. Findings suggest that through their participation in online fan-related activities, these three youth are using language and other representational resources to enact cosmopolitan identities, make transnat…
Constructing Difference
Play and identity in gendered Lego franchises
In this paper, we use a mixed methods approach to compare the multimodal ‘building blocks' of play provided by the LEGO Friends franchise, which is primarily aimed at female audiences, and several other LEGO series that are marketed to similar-age male audiences. Using both quantitative and qualitative analyses, we examine if and how certain configurations of play and gendered-discourses may be privileged through preferred set constructions (i.e.…
Access and Affiliation
Online fanfiction communities provide adolescent English-language learners (ELLs) with a forum for engaging in an array of sophisticated literacy practices. This article draws on constructs from literacy studies and second-language acquisition as conceptual bases for exploring the writing, reviewing, and social practices in an online fanfiction community. Analyses focus on how the networked structure of such sites facilitates English-language lea…
Language and Literacy Development in Computer-Mediated Contexts and Communities
This article describes second language uses of Internet communication tools, Web environments, and online gaming, and critically reviews existing research and emerging technologies representing diverse pedagogical conditions in three distinct computer-mediated configurations: (1) instructed and institutional intraclass discussion and interclass partnerships, (2) transcultural partnerships and structured participation in “open” Internet environmen…
Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming
In recent years, there has been a great deal of research and pedagogical experimentation relating to the uses of technology in second (L2) and foreign language education. The majority of this research has usefully described and examined the efficacy of in‐class and directly classroom‐related uses of technology. This article broadens the scope of inquiry to include L2 and foreign language‐related uses of technology that extend into the interstitia…
Let Everyone Play
This article makes a theoretical, legal, and moral proposition that fan fiction, a form of derivative writing based on existing media and popular culture, be considered fair use of copyrighted materials under U.S. copyright law. In our discussion, we draw from the U.S. legal system’s definition of fair use and significant cases related to copyright in order to make the argument that fan fiction writing constitutes fair use because it is transform…
English‐Language Learners, Fan Communities, and 21st‐Century Skills
This article draws from literature on language, literacy studies, and 21st century skills to explore how English‐language learning (ELL) youths, through their engagement with digital technologies and popular media, are developing the sort of proficiencies that have been identified as crucial to effective participation in an increasingly globalized and technology‐oriented society. Analysis focuses on websites related to media fandom and highlights…
Online Fan Fiction, Global Identities, and Imagination
Based on longitudinal data from a three-year ethnographic study, this article uses discourse analytic methods to explore the literacy and social practices of three adolescent English language learners writing in an online fan fiction community. Findings suggest that through their participation in online fan-related activities, these three youth are using language and other representational resources to enact cosmopolitan identities, make transnat…
Connections and Communities in Virtual Worlds Designed for Children
As more and more people are interacting through online spaces, questions emerge as to how these computer‐mediated interactions impact people's social connections and ability to form communities. Some of the online spaces that are exceedingly popular are virtual worlds designed specifically for children. This study, using participant‐observations and content analysis, explored how users communicate, form connections, and develop community in child…
Play and identity in gendered Lego franchises
In this paper, we use a mixed methods approach to compare the multimodal ‘building blocks' of play provided by the LEGO Friends franchise, which is primarily aimed at female audiences, and several other LEGO series that are marketed to similar-age male audiences. Using both quantitative and qualitative analyses, we examine if and how certain configurations of play and gendered-discourses may be privileged through preferred set constructions (i.e.…
Constructing Difference
Digital Literacy in Foreign Language Through Text Mining and Fanfiction Writing
This study investigates how digital literacy in a foreign language (FL) may be supported by the use of a digital resource that can aid the processes of reading and writing. Thus, this research is based on studies by Feldman and Sanger (2006) about text mining, and on research by Black (2007; 2009) about the incorporation of a text genre typical from the Internet, the fanfiction (text based on existing media), in language learning. Through the use…
Environment-selected directors”
In many legal frameworks, corporate directors are selected by shareholders. Proposed legislature in the US seeks to enable employee representation on corporate boards as well. Nevertheless, current approaches to corporate board selection could result in the systematic discounting of the needs of other, unrepresented stakeholder groups beyond shareholders and employees. To investigate this issue, we envisioned a new kind of corporate director---th…
Animating queer figured worlds
This article explores how three contemporary animated television series for young people expand the concept of figured worlds to create queer figured worlds that challenge notions of both hetero- and homonormativity. Through a textual, thematic/detailed, qualitative content analysis of these shows, we demonstrate how the worldbuilding in these series goes beyond creating sites for queer resistance to heteronormativity by creating queer figured wo…
Conducting a national expansion of a text-based argument writing intervention for secondary students using a cognitive strategies approach
Psychology (9 works) · Sociology (9 works) · Art (6 works) · Computer Science (6 works) · Pedagogy (6 works) · Digital Games and Media (5 works) · Literacy, Media, and Education (5 works) · Literature (5 works) · Narrative (5 works) · Linguistics (4 works)