Restorying the self: Bending toward textual justice
EE Thomas, A Stornaiuolo - Harvard Educational Review, 2016 - meridian.allenpress.com
In this essay, Ebony Elizabeth Thomas and Amy Stornaiuolo explore new trends in reader
response for a digital age, particularly the phenomenon of bending texts using social media …
response for a digital age, particularly the phenomenon of bending texts using social media …
[图书][B] Pose, wobble, flow: A culturally proactive approach to literacy instruction
A Garcia, C O'Donnell-Allen - 2015 - books.google.com
This book proposes a pedagogical model called “Pose, Wobble, Flow” to encapsulate the
challenge of teaching and the process of growing as an educator who questions existing …
challenge of teaching and the process of growing as an educator who questions existing …
Making the case for youth and practitioner reading, producing, and teaching fanfiction
A Garcia - Journal of Adolescent & Adult Literacy, 2016 - Wiley Online Library
This forum reviews high‐interest young adult literature and adult texts. Exploring both print‐
based and multimodal works, this column considers all kinds of texts that are encountered …
based and multimodal works, this column considers all kinds of texts that are encountered …
Teaching To Kill a Mockingbird Today: Coming to Terms With Race, Racism, and America's Novel
M Macaluso - Journal of Adolescent & Adult Literacy, 2017 - Wiley Online Library
This article urges educators to responsibly teach, discuss, and read against To Kill a
Mockingbird by Harper Lee for fear that it may otherwise perpetuate subtle racist ideologies …
Mockingbird by Harper Lee for fear that it may otherwise perpetuate subtle racist ideologies …
A century of change in high school English assessments: An analysis of 110 New York state regents exams, 1900–2018
S Levine - Research in the Teaching of English, 2019 - publicationsncte.org
Those interested in English education have long debated the role and value of literature in
high school students' education and lives, developing a range of visions about what and …
high school students' education and lives, developing a range of visions about what and …
[图书][B] Engaging with multicultural YA literature in the secondary classroom
R Ginsberg, WJ Glenn - 2019 - api.taylorfrancis.com
Untitled Page 1 Page 2 With a focus on fostering democratic, equitable education for young
people, Ginsberg and Glenn’s engaging text showcases a wide variety of innovative, critical …
people, Ginsberg and Glenn’s engaging text showcases a wide variety of innovative, critical …
Last year's choice is this year's voice: valuing democratic practices in the classroom through student-selected literature
MD Boatright, A Allman - Democracy and …, 2018 - democracyeducationjournal.org
The authors of this article explore democratic practices in the classroom by using student-
selected literature. After multiple class sets of student-selected young adult novels were …
selected literature. After multiple class sets of student-selected young adult novels were …
Exploring social media contexts for cultivating connected learning with black youth in urban communities: the case of dreamer studio
JM Evans - Qualitative Sociology, 2022 - Springer
Abstract Using the Connected Learning framework as a conceptual lens, this study utilizes
digital ethnographic methods to explore outcomes of a Hip-Hop Based Education program …
digital ethnographic methods to explore outcomes of a Hip-Hop Based Education program …
How young adult videogames materialize senses of self through ludonarrative affects: understanding identity and embodiment through sociomaterial analysis
This article contributes a novel mode of sociomaterial analysis that develops critical
methodologies to analyze how videogames participate in the production of affect during …
methodologies to analyze how videogames participate in the production of affect during …
Play the game, live the story: pushing narrative boundaries with young adult videogames
J Theodoulou, JS Curwood - English Teaching: Practice & Critique, 2023 - emerald.com
Purpose Videogames are complex, meaningful and multimodal texts. This study aims to
explore how students could learn about narratives from, and be engaged by, playing a …
explore how students could learn about narratives from, and be engaged by, playing a …