Literacy

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Dual Readership

Wiki
Dual Readership refers to the process of constructing a work or text, also called crossover literature, which can play to two different levels of understanding for various audiences. This practice is most commonly employed in children’s literature.

Metaphor

Wiki
A metaphor is a trope, or a figure of speech, that directly refers to one thing by mentioning features of another one; an object, or an idea, is viewed as a metaphor which offers people new ways of examining ideas and viewing the world.

Children's Literature

Wiki
Children’s Literature (often abbreviated as CL) is literature written specifically for children, about children, consumed by children and even written by children. It is often also referred as Children and Young Adult Literature because its general audience is less than eighteen years old but also often addresses people in their mid twenties. For instance, picturebooks and YA novels are important book publishing formats in this literature. However, it is mainly adults who are responsible for the production, distribution and reception of children's books. 

What the Suez Blockage can teach us about digital literacy

Article
Simon Moser
03/05/2021
8 minutes to read

The 2021 Suez Blockage may have been a disaster for global trade, yet it also provides for a splendid case study of digital literacies. This article analyzes how online groups implement their own literacies into memes related to the event.

The Era of Audio: The rise of podcasts

Article
Savina Karneva
11/04/2021
17 minutes to read

This paper focuses on the growth of the podcast industry and its development over the years. It tackles the role of social media influencers and celebrities in that growth and the social effects of this new trend. 

Questionnaire literary reading & attention

Questionnaire
Inge van de Ven
27/11/2020

Who likes to read and wants to help researchers to find out about reading & attention? Fill out the questionnaire (also available in Dutch)!

Girl doing her homework on her computer

Gamification in self-improvement apps

Paper
Rebecca de Jongh
05/10/2020
11 minutes to read

Through gamification it is possible to work on a more engaging way of learning and to truly let learners use their creative potential. Nevertheless, we should keep in mind that using gamification is highly contextualized.

Conlang: Fictional Languages and Online Communities

Article
Beau Swierstra
16/05/2020
12 minutes to read

Conlangs are getting more popular, especially because of the popularity of series like Game of Thrones. In shows, constructed languages are an important factor to create a storyworld. But fans speak conlangs also in reallife communities.

Example autocorrection

Autocorrect: the ultimate influencer

Paper
Kirsten Verbeek
14/05/2020
13 minutes to read

Autocorrect should be seen as a double-edged sword. On the one hand, it is perceived as empowering since it positively influences users' productivity. On the other, it decreases students' motivation to learn grammar.

blinkist, app, review

Blinkist: Solving for Reading in the Attention Economy?

Article
Inge van de Ven
11/05/2020
10 minutes to read

Blinkist is an app developed by a software company in Berlin. According to its marketing campaign, it “makes reading books realistic again”. But what kind of reading does it facilitate? I tried the app for a week.