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Sociolinguistics and Language Education.pdf

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330 Part 4: <strong>Language</strong> <strong>and</strong> Literacy<br />

multimodal texts. As far as pedagogical practices are concerned, contemporary<br />

conceptualizations of literacy challenge long-accepted notions of<br />

what knowledge is, where it is created <strong>and</strong> the purposes for which it is<br />

used. Arguably, the overriding goal for multimodal literacy as a branch of<br />

knowledge <strong>and</strong> inquiry is to underst<strong>and</strong> how the complexities of communication<br />

in the digital era can be dealt with in productive, socially just <strong>and</strong><br />

equitable ways.<br />

Multimodal Literacy Practices, <strong>Language</strong> Classrooms<br />

<strong>and</strong> Teacher <strong>Education</strong><br />

Research fi ndings in the area of multimodal literacy in language classrooms<br />

can be broadly classifi ed into two str<strong>and</strong>s: multimodal literacy<br />

practices outside the classroom though with implications for in class literacy,<br />

<strong>and</strong> multimodal literacy practices situated specifi cally in the language<br />

classroom. Both these str<strong>and</strong>s have enormous implications for<br />

teacher education, which we have included under a separate heading.<br />

Multimodal literacy practices out of school<br />

Ch<strong>and</strong>ler-Olcott <strong>and</strong> Mahar (2003) <strong>and</strong> Black (2005) use ‘Multiliteracies’<br />

as a theoretical framework to explore the way adolescents use literacy<br />

outside the classroom. Ch<strong>and</strong>ler-Olcott <strong>and</strong> Mahar (2003) focus on the<br />

anime art literacy practices of two adolescent girls. Anime refers to<br />

animated fi lms <strong>and</strong> television series originating in Japan. One of their<br />

case-study subjects, Rhiannon, was very involved in writing fanfi ction,<br />

that is episodic stories using characters <strong>and</strong> settings from favorite anime<br />

cartoons <strong>and</strong> video games. The authors comment that Rhiannon’s teachers<br />

in school were not aware that she wrote lengthy fanfi ction stories<br />

because ‘from a multiliteracies perspective, technology integration in her<br />

school placed far more emphasis on elements of linguistic design, than on<br />

visual, spatial, or audio modes’ (Ch<strong>and</strong>ler-Olcott & Mahar, 2003: 372).<br />

Also, though her teachers perceived Rhiannon as a passive learner, the<br />

authors found that she was very pro-active on the computer <strong>and</strong> actively<br />

sought help to improve her skills in web page construction. The other<br />

case-study subject in this paper, Eileen, was very skillful in taking any<br />

drawing <strong>and</strong> ‘animefying’ it. The authors found that Eileen had become<br />

an accomplished designer of anime-related multimodal texts by joining a<br />

virtual community of people who were also interested in anime art. Along<br />

with learning new ways to create texts the two girls in this study were<br />

also using online communities to create more satisfying social lives than<br />

they had in real time.<br />

Ch<strong>and</strong>ler-Olcott <strong>and</strong> Mahar (2003) conclude that teachers must take<br />

note of what their students are doing in terms of literacy practices outside

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