Date of Award

Fall 10-28-2024

Degree Type

Dissertation/Thesis

Degree Name

Doctor of Education in Secondary & Middle Grades Education

Department

English Education

Committee Chair/First Advisor

Robert Montgomery

Second Advisor

Mei-Lin Chang

Third Advisor

Jen Dail

Fourth Advisor

Steve Goss

Abstract

This quasi-experimental study explores the effectiveness of using a video game as a text in high school narrative instruction, testing Lave and Wenger’s (1991) situated learning theory, which posits that learning is a by-product of social interaction. This study seeks to bridge the gap between literacy practices at home and in school (Beavis, 2014; Ladson-Billings, 1995), effectively acknowledging students’ cultural capital, including multiliteracies (New London Group, 1996) and affinity spaces (Gee, 2013) in privileged academic settings such as the Georgia Milestones American Literature End of Course assessment. 11th grade American literature students in a suburban Georgia high school were split into two groups: one group received a more traditional narrative unit (comparison) with John Steinbeck’s (1937) Of Mice and Men and the other (experimental) received a narrative unit using Giant Sparrow’s (2017) narratively driven video game, What Remains of Edith Finch, and both groups took a survey to explore their relationship with video game literacies. Results from the independent and paired samples t-tests, Spearman’s Rho, and multiple linear regression models indicated that studying a video game as a text to drive narrative instruction is comparable to teaching students with a print-based text. These findings support teachers’ efforts to include more digital, multimodal texts into their classrooms without compromising state test scores.

Available for download on Wednesday, April 23, 2025

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