LITERACY THROUGH TECHNOLOGY IN AN ACADEMIC SPACE

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  • 8/18/2019 LITERACY THROUGH TECHNOLOGY IN AN ACADEMIC SPACE

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    MULTIMODALCOMMUNICATIVE

    COMPETENCE

    Vanessa Valencia (26112040), Laura Sandoval (26112046) yMireya Suarez (26102079)

    LITERACY THROUGH TECHNOLOGY

    IN AN ACADEMIC SPACE

    IDEATIONAL METAFUNCTION

    INTERPERSONAL METAFUNCTION

    TEXTUAL METAFUNCTION

    LEARNER-LEARNER INTERACTION

    TEACHER-LEARNER INTERACTION

    Van Lier (1998: 157) refers to twotypes of interaction in the language

    classroom

    "Van L. concludes thatteachers should attempt to

    make classroom interactionvaried and multidimensional"(p.178)

    VIDEO GAMES AS ASTIMULUS FOR LEARNING ENGLISH

    STUDYING ENGLISH THROUGH ADVERTISEMENTS

     An exercise where studentscan describe objects, places,people, feelings and actionsin each advertisingTask1. Matching words andpictures.2. Matching descriptions.

     The video games may be a suitable

    and motivating resource for EFLstudents to use visual grammar andlearn English

    -The class can discuss the verbalactions.-The visual and verbal meanings andviolence.

    -Critical discourse analysisperspective.

    We use language to talk about our experience ofthe world, including the words in our own minds, to

    describe events and stages and the entitiesinvolved in them.

    We also use language tointeract with otherpeople to establish andmaintain socialrelations with them, toinfluence their behaviorto express our ownviewpoint on things inthe world.(Thompson,1996,28)

    We organize messagein ways which indicatehow they fit in withother messagesaround them and withthe wider context inwhich we are talking or

    writing(Thompson,1996,28)

    KINDS OF DISCUSSIONS BASED ON VIDEO GAMES

    RECOVER FROM: V. H. (2010). Multimodal literacy for teenage EFL students.Cadernos de Letras (UFRJ).