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My name's Aaron Chia-Yuan Hung (洪嘉元). I'm currently an assistant professor of educational technology at Adelphi University, teaching courses in Learning with Video Games, Digital Literacies, and Technology and the School Curriculum.

Before that, I spent two years doing a postdoc at the University of Washington, working at the LIFE Center (Learning in Informal and Formal Environments) with an outstanding research team on the Educurious project the involves developing next-gen curriculum that meets the standards of the core curriculum standards using gaming architecture, social networks and new media.

My research interests include understanding and describing how people make sense of their technological environments. In the past I've studied video games and social interaction among Asian adolescents in New York City. This study used a combination of participant observation and ethnographic methods, and builds on ethnomethdology and conversation analysis. I am currently working on several research projects, including one focusing on players on Xbox Live and one on developing language learning games for young children.

I currently live in Brooklyn, New York.

Featured Publications

Certain educational researchers have claimed that videogames can energize learning in both traditional and non-traditional contexts, cultivate skills more useful to a changing economy, and present information in ways more appealing to students. The notion of “serious games” dates back as early as the 1950s, but so far has failed to make a significant lasting impact on what goes on in education. One component missing then—and is still scarce even now—is empirical evidence showing how videogames promote learning, and what hinders or enhances it.

The Work of Play is an attempt to describe such learning on the micro-level, capturing the moment-by-moment interactions between players and showing how meanings are shaped over time. It builds on anthropological methods, including ethnography and conversation analysis, to re-construct how situated learning occurs and how players’ perception of the game evolves as their experiences with the game change.

Our everyday lives are increasingly being lived through electronic media, which are changing our interactions and our communications in ways that we are only beginning to understand. In Discourse 2.0: Language and New Media, editors Deborah Tannen and Anna Marie Trester team up with top scholars in the field to shed light on the ways language is being used in, and shaped by, these new media contexts.

Topics explored include: how Web 2.0 can be conceptualized and theorized; the role of English on the worldwide web; how use of social media such as Facebook and texting shape communication with family and friends; electronic discourse and assessment in educational and other settings; multimodality and the "participatory spectacle" in Web 2.0; asynchronicity and turn-taking; ways that we engage with technology including reading on-screen and on paper; and how all of these processes interplay with meaning-making.

Students, professionals, and individuals will discover that Discourse 2.0 offers a rich source of insight into these new forms of discourse that are pervasive in our lives.

A New Literacies Reader is an introduction to social and cultural studies of new literacies from the perspectives of educators, education researchers and learners. It focuses on how participating in social practices of new literacies can be seen and understood in terms of people becoming insiders to ways of «doing» and «being» that are today considered desirable or worthwhile, and how this can usefully inform how we think about formal schooling and learning. 

The diverse topics addressed range from multimodal pedagogies, remix, performance poetry, and digital storytelling to issues associated with wireless environments, assessment, identity, and teachers’ ways of taking up new technologies. Chapters explore how young people participate and collaborate within the spaces of popular cultural interests and the various approaches to researching gaming. The book speaks to teachers and teacher educators, education administrators, curriculum developers, education policy makers, professional development specialists, postgraduate research students, and other literacy and new media researchers. A New Literacies Reader is an essential volume for undergraduates, grad students, and faculty interested in refining their knowledge of the vast new horizons created by the world of new literacies.