A Multimodal Framework for Computer Mediated Learning: The Reshaping of Curriculum Knowledge and Learning



Through playing the game the students realised there was a problem with the
movement of the balls. The researcher prompted the students through her gesture,
talk, and use of visualisation, to think about the behaviours they have put on the
bullets. The researcher’s gestured enactment of the movement of the bullets prompted
the students to understand the movement of the bullets in the game as the product of
their programming. The researcher’s use of gesture which, in contrast to the students’,
is on paper and the table surface rather than the screen created a different kind of
‘idealised space’ for the game-design. That is, the researcher’s gestures suggested the
need to think about movement (in this case the angle of movement) outside of the
Toontalk environment.

Discussion

The move from page to screen changes the modes available for meaning making.
Analysis of the students’ interaction with Toontalk, one another and the researcher
shows that learning and mode are connected. The multimodal resources they worked
with foregrounded aspects of the entity bounce in specific ways, which in turn shaped
the students’ construction of the entity bounce and angle.

When designing the game on paper the affordances of writing did not demand that the
agency of elements be explicit. The affordances of visual communication required the
game elements named in the writing to be visually defined and for the relations
between them to be displayed.

The students’ drawing and writing on the worksheet is design in two particular modes
and not the game itself. This initial design is the student’s externalisation of the
notion of game in the modes of drawing and writing but this design is incited by the
students’ understanding of the potentials and genre expectations of Toontalk (and
games for screen more generally). That is, the initial design is informed by the
potentials of movement, sound-effect, ‘catching’, and destroying. The students’
drawing is as an account of the outcome of the game - the bullet comes from the

202



More intriguing information

1. AGRIBUSINESS EXECUTIVE EDUCATION AND KNOWLEDGE EXCHANGE: NEW MECHANISMS OF KNOWLEDGE MANAGEMENT INVOLVING THE UNIVERSITY, PRIVATE FIRM STAKEHOLDERS AND PUBLIC SECTOR
2. TECHNOLOGY AND REGIONAL DEVELOPMENT: THE CASE OF PATENTS AND FIRM LOCATION IN THE SPANISH MEDICAL INSTRUMENTS INDUSTRY.
3. Ability grouping in the secondary school: attitudes of teachers of practically based subjects
4. Synchronisation and Differentiation: Two Stages of Coordinative Structure
5. THE EFFECT OF MARKETING COOPERATIVES ON COST-REDUCING PROCESS INNOVATION ACTIVITY
6. The name is absent
7. The name is absent
8. The name is absent
9. The name is absent
10. The name is absent
11. Luce Irigaray and divine matter
12. How we might be able to understand the brain
13. Are Japanese bureaucrats politically stronger than farmers?: The political economy of Japan's rice set-aside program
14. A Study of Prospective Ophthalmology Residents’ Career Perceptions
15. Direct observations of the kinetics of migrating T-cells suggest active retention by endothelial cells with continual bidirectional migration
16. What should educational research do, and how should it do it? A response to “Will a clinical approach make educational research more relevant to practice” by Jacquelien Bulterman-Bos
17. Measuring Semantic Similarity by Latent Relational Analysis
18. From music student to professional: the process of transition
19. Better policy analysis with better data. Constructing a Social Accounting Matrix from the European System of National Accounts.
20. The name is absent