Digital and Tactile Games to Support Literacy Instruction

Abstract

Literacy affects all components of our lives so the development of a strong foundation of literacy skills is critical. Games often tell a story while offering opportunities with repeated practice, strategic problem-solving, targeted goals, and trial and error (Haas, Metzger, & Tussey, 2021). Digital games, or video games, are often rich and complex forms of digital storytelling that offer exposure to a variety of multimodal literacy experiences (Haas & Tussey, 2021). When educators understand the importance of literacy and the value of games, there are many opportunities to combine the two. Educators can select books to utilize as Read Alouds or for small groups and then develop games to support student learning. Reading comprehension skills, language skills, and writing skills are all areas of literacy that can naturally be supported by the use of games in the classroom setting. Tactile games as well as digital games both can be utilized to support the learners in the classroom setting. A brief background information about the importance of games in the classroom will be provided. Participants will hear several examples of books for elementary students and samples of games to bring into their own classrooms.



Author Information
Jill Tussey, Buena Vista University, United States
Leslie Haas, Xavier University of Louisiana, United States

Paper Information
Conference: IICE2023
Stream: Primary & Secondary Education

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Posted by James Alexander Gordon