Teaching towards Democracy with Postmodern and Popular Culture Texts

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This edited volume supports implementation of a critical literacy of popular culture for new times. It explores popular and media texts that are meaningful to youth and their lives. It questions how these texts position youth as literate social practitioners. Based on theories of Critical and New Literacies that encourage questioning of social norms, the chapters challenge an audience of teachers, teacher educators, and literacy focused scholars in higher education to creatively integrate popular and media texts into their curriculum. Focal texts include science fiction, dystopian and other youth central novels, picture books that disrupt traditional narratives, graphic novels, video-games, other arts-based texts (film/novel hybrids) and even the lives of youth readers themselves as texts that offer rich possibilities for transformative literacy. Syllabi and concrete examples of classroom practices have been included by each chapter author.

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Adventures in Adaptation
Confronting Texts in a Time of Standardization
Pages: 7–19
Teaching Students to Think Critically
Using Young Adult Literature in the 21st Century Classroom – The Watsons Go to Birmingham – 1963
Pages: 59–75
Class on Fire
Using the Hunger Games Trilogy to Encourage Social Action
Pages: 77–95
The Postmodern Picture Book
Developing Textual Author “ity” in Elementary Readers
Pages: 97–115
A Source of Self
Exploring Identity and Discourse in Young Adult Novels as Meaningful Text
Pages: 117–134
What Mainstream Centers Cannot Hold
Growing Critical Literacy with Dystopian Fiction
Pages: 135–150
“Clankers,” “Darwinists,” and Criticality
Encouraging Sociological Imagination vis-à-vis Historicity with the Steampunk Novel Leviathan
Pages: 165–177
Science and Fiction
A Polemic on the Role of Imaginative Fiction in Civics and the Economy of Innovation
Pages: 179–199
Shadows of the Past
Historical Interpretation, Propaganda, and the Story of Ender Wiggin
Pages: 221–238
Critical Hits & Critical Spaces
Roleplaying Games and Their Potential in Developing Critical Literacy and New Literacy Practices
Pages: 239–256
Educational Researchers and their students
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