ABSTRACT

Literacy researchers at all stages of their careers are designing and developing innovative new methods for analyzing data in a range of spaces in and out of school. Directly connected with evolving themes in literacy research, theory, instruction, and practices—especially in the areas of digital technologies, gaming, and web-based research; discourse analysis; and arts-based research—this much-needed text is the first to capture these new directions in one volume. Written by internationally recognized authorities whose work is situated in these methods, each chapter describes the origin of the method and its distinct characteristics; offers a demonstration of how to analyze data using the method; presents an exemplary study in which this method is used; and discusses the potential of the method to advance and extend literacy research.

For literacy researchers asking how to match their work with current trends and for educators asking how to measure and document what is viewed as literacy within classrooms, this is THE text to help them learn about and use the rich range of new and emerging literacy research methods.

part I|97 pages

Methods in Discourse Analysis

chapter 4|14 pages

Mediated Discourse Analysis

Tracking Discourse in Action

chapter 5|15 pages

Multimodal (Inter)Action Analysis

chapter 6|13 pages

Visual Discourse Analysis

part II|94 pages

Methods in Arts-based and Autoethnographic Research

chapter 7|14 pages

Autoethnography

PS I Love You 1

chapter 8|18 pages

Texts, Affects, and Relations in Cultural Performance

An Embodied Analysis of Dramatic Inquiry

chapter 9|17 pages

Poetic Inquiry

chapter 10|13 pages

A/R/Tography

Always in Process

chapter 11|14 pages

Artifactual Literacies

chapter 12|16 pages

Geosemiotics

part III|57 pages

Methods of Analysis in Digital Technologies, Gaming, and Web-based Research

chapter 13|15 pages

Researching Young Children's Literacy Practices In Online Virtual Worlds

Cyber-ethnography Multi-method Approaches

chapter 14|14 pages

Video Games and Electronic Media

chapter 15|14 pages

Social Media as Authorship

Methods for Studying Literacies and Communities Online