Author: George Milliken

reading and writing with digital

Reading and writing with digital

Mon 14/04/2025 12:50
 
 

engage with and create a wide range of texts in different media, taking advantage of the opportunities offered by ICT

 

Texts

The literacy and English framework reflects the increased use of multimodal texts, digital communication, social networking and the other forms of electronic communication encountered by children and young people in their daily lives.

 

OECD report on literacy
… continuously evaluating the quality and validity of differences sources, navigating through ambiguity, distinguishing between facts and opinions, and constructing knowledge. reading is a daily activity for most people and that education systems need to prepare students to be able to adapt to the variety of scenarios in which they will need to read as adults

 

The more knowledge technology allows us to search and access, the more important it becomes to develop deep understanding and the capacity to navigate ambiguity, to triangulate viewpoints, and to make sense of content.

 

Digital readers not only need to follow linear information structures but construct their own texts by selecting and assessing information from various sources

 

– WHY

 

 

It recognises that the skills which children and young people need to learn to read these texts differ from the skills they need for reading continuous prose – WHAT

 

novels, short stories, plays, poems reference texts the spoken word charts, maps, graphs and timetables advertisements, promotional leaflets comics, newspapers and magazines CVs, letters and emails films, games and TV programmes labels, signs and posters recipes, manuals and instructions reports and reviews text messages, blogs and social networking sites web pages, catalogues and directories

 

 

So, HOW?

 

Reading helps students gain knowledge which leads to better writing, whilst writing can deepen students’ understanding of ideas.

 

Extensive practice, supported by effective feedback, is required to develop fluent transcription skills (typing and word processing features for checking accuracy)

 

Writing has five components:

  • Planning
  • Drafting
  • Revising
  • Editing
  • Publishing

 

(planning)

before reading:

  • Make a text outline and note what they already know
  • bullets
  • Tables
  • Headings
  • Slides – one idea with room to add more info as they read
  • Save doc with a meaningful name to find and use again

 

(drafting)

As they read:

  • Scan (instead of skim) to retrieve target information
  • Find on page (Ctrl + F)
  • Open multiple pages/docs – search and selection tasks involve the use of text descriptors such as headers, source information (e.g. author, medium, date), and embedded links
  • Highlight
  • Bookmark useful pages
  • Follow links for primary sources or further information

 

Make notes:

  • Copy and paste text (and weblinks to find again)
  • Use audio notes
  • Use comments (in a doc)

 

(revising)

After they read:

  • Re-read notes
  • Rewrite notes as prose to develop the idea

 

 

Editing

The writing you’re teaching

 

 

Publishing

Save

Medium: word, pdf, blog post,

 

developing learners digital literacy

Developing Learners’ Digital Literacy

   go to Digital Literacy for Learners

This section aims to build on the digital skills for learners toolkit. It offers ideas, guidance and resources for applying digital skills in a range of contexts to be more purposeful and creative.

reading and writing with digital
Reading and writing with digital

​  George Milliken​ Mon 14/04/2025 12:50     engage with and create a wide range of texts in different media, taking advantage of the opportunities offered by ICT   Texts The literacy and English framework reflects the increased use of multimodal texts, digital communication, social networking and the other forms… Read more

Scottish Digital Literacy Week 2025

Scottish Digital Literacy Week is back for 2025!

Click the link below to find details of upcoming events and sign-up details

Click here for our events page!

Catch up with recaps of the events hosted throughout the week below:

Any time Four Capacities challenge

The four capacities are central to our curriculum, and therefore learning, in Scotland.

We want to know what the four capacities look like in your setting – what does it look, sound or feel like to be:

  • a successful learner
  • a confident individual
  • a responsible citizen
  • an effective contributor

Use your digital skills to create an image, photos, video or audio recording that tells us how you learn about these things. Educators can share their learners’ content with us by posting a comment on this blog post. 

Here are some examples of Scottish learners sharing their learning with the BBC LAB:
The L.A.B Scotland projects

The BBC LAB also has these short tutorials on how to create your own media:
The L.A.B Scotland How Tos

If you’re using iPads to create your content, try these guides to inspire you:
Apple Everyone Can Create: Projects

thoughts on critical play: radical games design by mary flanagan

Recommended reading: Critical Play; Radical Game Design by Mary Flanagan

This blog is a summary of Mary Flanagan’s book Critical Play; Radical Game Design. This was recommended by Dr Tom Brock, who is a Senior Lecturer in Sociology at Manchester Met, after he spoke at the recent Scottish Esports Conference 2024. With the book on order, it was only possible to access the first chapter on Google Scholar. This post is a summary of those initial points but are subject to change with further reading. 

 

Flanagan starts off by identifying games as “a significant cultural medium across a wider range of social, economic, game and gender categories” that are still new and not as valuable as other forms of play. These points might be useful to consider games as art, as media and as play.  

Defining games 

For a definition of games, Flanagan refers to Salen and Zimmerman’s (2003) definition of games as an artificial system with player, rules and a quantifiable outcome or goal. The artificiality of games aligns with Tina Bruce’s ‘12 features of play’ (2020) as ‘possible, alternative, imagined worlds which involve ‘supposing’ and ‘as if’ situations.’  

In addition to these features, Flanagan refers to Greg Costikyan (1994) who says that while ‘stories are inherently linear’ and games are ‘inherently non-linear’ the more a game is story-driven then the more linear and less of a game it becomes. This distinction on linearity would separate games from other media, such as books, film and music in most cases.  

 

Are games play? 

However, the requirement for outcomes puts games at adds with the Scottish Government’s National Play Strategy and another of Bruce’s ‘features of play’.   

The Scottish Government defines play as ‘freely chosen, personally directed and intrinsically motivated. It is performed for no external goal or reward’ (2013). Bruce also makes this distinction between play and games as play does not have ‘externally imposed rules, goals, tasks or a definite direction’ (2020).  

Agreeing that games and play are distinct, there are still valuable similarities worth exploring. Both play and games include their being ‘freely chosen, personally directed’ (Scottish Government, 2013) and being ‘not-work’ and ‘diversionary activities’ (Flanagan, 2009). Flanagan states that games can ‘create cognitive and epistemological environments that position the player or participant with the experiences [of play] in meaningful ways’ (2009). Similarly, Bruce identifies that play “helps children to function in advance of what they can actually do in their real lives. They can drive a car, perform a heart operation, be a shop keeper.” (2020) 

 

Are games art? 

Might games be considered art? Flanagan considers games may be ‘outlets for creative expression, conceptual thinkings or to examine or work through social issues?’ There are similarities between this and another of Bruce’s features of play: “Play is about wallowing in ideas, feelings and relationships and the prowess of the physical body. It helps the process of becoming aware of self in relation to others and the universe. It brings unity and interconnectedness” (2020). 

As well as ‘playing’ games, Flanagan also explores the concept of ‘making for making’s sake’ to distinguish being creative with games from the commercial development that is traditional games design. She considers that games can be ‘a medium of expression but using elements common to games as the materials.’ In his book, The Element, Ken Robinson states that creativity can be thought of as “a conversation between what we’re trying to figure out and the media we are using” (2009). For Robinson it is impossible to separate the idea from the medium because creativity is “about making things […] it always involves using media of some sort to develop ideas” (2009).  

 

Conclusion 

In conclusion, games should be considered distinct from play. This does not devalue their cultural significance – there are many similarities between games and play and we should explore these. Indeed, we may want to explore games as a medium through which to explore ideas, of ourselves, others and the world around us. Realising the Ambition (Education Scotland, 2020) states that: 

The experiences and spaces for play we facilitate for the children should reflect the children’s ideas, aspirations, curiosities and next steps in their learning. It is through play that children learn about themselves and make sense of the world around them.  

In this sense we should certainly encourage games as part of their learning. 

 

 

 

Game Maker

Game Maker

go to Making Games page

GameMaker is a development tool for making 2D games, used by indie developers, professional studios, and educators worldwide. Users can create games for Windows, Mac, Linux, Android, iOS, HTML5, Xbox, PlayStation 5, and Nintendo Switch.

Remember to check with your local authority data security team/officer before registering any learners as users.

Explore tutorials using this link – Learn How To Develop Games 

Find out more about the Game Maker Education license with this link – Teaching Using Game Design 

restore by glitchers - land use game

Restore by Glitchers – a game about land use

Restore by GLITCHERS

 

Restore is part of an academic research project called RestoreID (HORIZON-CL6-2023-BIODIV-01-17). This research project investigates the relationship between nature restoration, biodiversity, and disease prevention. The restore game is led by Dr Brad Duthie and Prof Nils Bunnefeld at the University of Stirling.

The game will take between 5-20 minutes to play, depending on the level that you select. Only your in-game decisions will be recorded for research purposes, and no personal identifiable data will be recorded.

No download or signup required — Restore is compatible with modern browsers like Chrome, Safari and can be played on desktop or mobile. Just visit the itch page to start playing.

Play the game by using this link – Restore by GLITCHERS

playing games

Playing games

go to the Games in Education page

This section aims to support educators to provide opportunities to play games in education. Games are valuable, meaningful and engaging to people of all ages, including children and young people. Play is a valuable and recognised aspect of learning and child development.

Below are links to information, ideas and resources to help educators implement playing games in their setting.

Island Saver from NatWest

Island Saver is a free-to-play game from NatWest. It is designed to develop children and young people’s understanding of finance, including saving and tax. It can be played on consoles or iPad. Find out more about the game here: Island Saver Wiki  Read more

north lanarkshire council logo
Minecraft Build Battle in North Lanarkshire Council

The digital team at North Lanarkshire Council have shared this summary of their recent work using Minecraft with primary school learners. To find out more get in touch with X at North Lanarkshire Council. Read more

restore by glitchers - land use game
Restore by Glitchers – a game about land use

Restore by GLITCHERS   Restore is part of an academic research project called RestoreID (HORIZON-CL6-2023-BIODIV-01-17). This research project investigates the relationship between nature restoration, biodiversity, and disease prevention. The restore game is led by Dr Brad Duthie and Prof Nils Bunnefeld at the University of Stirling. The game will take… Read more

Tinderbox games club
Tinderbox Games Collective

Tinderbox is a collective of young people, musicians, artists and youth workers in Scotland. Their work uses music and the arts to bring people together and strengthen communities, providing exciting opportunities that support young people to build their confidence, skills, self-esteem, and professional experience.  Find out more about Tinderbox here… Read more