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Playful Practices

Reimagining Literacy Teacher Education through Game-Based Curriculum Design

Bibliographic Data

ID13683201
AuthorsGrace Myhyun Kim (0000-0002-5991-3491, The University of Texas at Austin, corresponding author), Lindy L Johnson (William & Mary)
Year2021
Volume55
Issue3
Pages241-264
Publication date2021-02-15
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueResearch in the Teaching of English (JOURNAL)
Journal identifiersISSN: 0034-527X • E-ISSN: 1943-2348
PublisherRoutledge (PUBLISHER • GB)
DOI10.58680/rte202131185
OpenAlexW4381126458
LanguageEN
Citations received11
References cited27

The prevalence of high-stakes testing, scripted curricula, and accountability measures in schools discourages experimentation with curriculum. This article encourages curriculum design experimentation in teacher education by proposing playful practices, game-like activities for designing curriculum that draws on students’ out-of-school literacies. We explore the benefits and challenges of game-based curriculum design with preservice teachers (PSTs; N = 19) in two public university secondary English education courses and trace one PST’s take-up of the curriculum design moves through incorporation of these playful practices into her classroom. Data collection occurred across one academic year and included field and observation notes, written reflections, interview data, and artifacts. Findings show the potential for game-based curriculum design in literacy teacher education to (1) create an imaginative space between teacher and student, (2) encourage collaborative production, (3) connect PST university coursework to classroom practice, (4) support students’ creative language production, and (5) create playful social contexts for participatory learning. Challenges highlight the importance of attending to power dynamics in game play and design. Implications include how game-based pedagogical invitations in teacher education can help PSTs imagine new ways to organize classroom structures and literacy learning experiences that value an interplay of youth cultures and classroom curriculum

Citizen journalism · Coursework · Curriculum · Literacy · Mathematics education · Pedagogy · Sociology · Teacher education · Computer Science · Digital Storytelling and Education · Educational Games and Gamification · Literacy, Media, and Education · Psychology

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Unique citing works11
Citations per year2,75
Citation span2022 - 2026 (5)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 11

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