Exploring adolescents’ multimodal literacy as critical and creative prosumers in digital game-based multimodal composition
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 adoles...
| Main Authors: | , , |
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| Format: | Article |
| Language: | English |
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International Forum of Educational Technology and Society,National Taiwan Normal University
2025
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| Online Access: | http://psasir.upm.edu.my/id/eprint/117640/ http://psasir.upm.edu.my/id/eprint/117640/1/117640.pdf |
| _version_ | 1848867746556674048 |
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| author | Shen, Yanan Ab Jalil, Habibah Jamaluddin, Rahimah |
| author_facet | Shen, Yanan Ab Jalil, Habibah Jamaluddin, Rahimah |
| author_sort | Shen, Yanan |
| building | UPM Institutional Repository |
| collection | Online Access |
| description | 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. |
| first_indexed | 2025-11-15T14:41:24Z |
| format | Article |
| id | upm-117640 |
| institution | Universiti Putra Malaysia |
| institution_category | Local University |
| language | English |
| last_indexed | 2025-11-15T14:41:24Z |
| publishDate | 2025 |
| publisher | International Forum of Educational Technology and Society,National Taiwan Normal University |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | upm-1176402025-08-07T07:13:51Z http://psasir.upm.edu.my/id/eprint/117640/ Exploring adolescents’ multimodal literacy as critical and creative prosumers in digital game-based multimodal composition Shen, Yanan Ab Jalil, Habibah Jamaluddin, Rahimah 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. International Forum of Educational Technology and Society,National Taiwan Normal University 2025 Article PeerReviewed text en http://psasir.upm.edu.my/id/eprint/117640/1/117640.pdf Shen, Yanan and Ab Jalil, Habibah and Jamaluddin, Rahimah (2025) Exploring adolescents’ multimodal literacy as critical and creative prosumers in digital game-based multimodal composition. Educational Technology and Society, 28 (1). pp. 1-17. ISSN 1176-3647; eISSN: 1436-4522 https://www.jstor.org/stable/48810705 10.30191/ETS.202501_28(1).RP01 |
| spellingShingle | Shen, Yanan Ab Jalil, Habibah Jamaluddin, Rahimah Exploring adolescents’ multimodal literacy as critical and creative prosumers in digital game-based multimodal composition |
| title | Exploring adolescents’ multimodal literacy as critical and creative prosumers in digital game-based multimodal composition |
| title_full | Exploring adolescents’ multimodal literacy as critical and creative prosumers in digital game-based multimodal composition |
| title_fullStr | Exploring adolescents’ multimodal literacy as critical and creative prosumers in digital game-based multimodal composition |
| title_full_unstemmed | Exploring adolescents’ multimodal literacy as critical and creative prosumers in digital game-based multimodal composition |
| title_short | Exploring adolescents’ multimodal literacy as critical and creative prosumers in digital game-based multimodal composition |
| title_sort | exploring adolescents’ multimodal literacy as critical and creative prosumers in digital game-based multimodal composition |
| url | http://psasir.upm.edu.my/id/eprint/117640/ http://psasir.upm.edu.my/id/eprint/117640/ http://psasir.upm.edu.my/id/eprint/117640/ http://psasir.upm.edu.my/id/eprint/117640/1/117640.pdf |