Abstract

AbstractThis study builds on and extends our understanding of literacy through exploring children's encounters with a digital narrative game. The research analyses different stances or orientations that children take as they progress through the game and how they draw on schematic understandings about narratives and digital gaming to support their game‐play. The study extends previous research exploring how children make meaning from visual texts and how we draw on resources across and between modes to understand narratives. Taking a socio‐cultural approach, the research suggests a framework of possible orientations that children take as they engage with the storyworld of the game, showing how this is at times strategic and critical, and at other times immersive and reactive.

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