En multimodal leseopplevelse: Estetisk lesing av bildebokapper i klasserommet
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This thesis examines how pupils, aged between 10 and 11, read and respond upon aesthetic aspects in a picture book app. The material for analysis is a Danish product, a picture book app “Sofus & the moon machine”. The text in this app differs from the traditional picture book by being presented in a digital format. The digital app presents textual interrelations in a new manner. Not bound within the confines of the traditional book format it represents a new and thus far little researched reading experience. This study is a quantitative study using a method separated into two parts: An analysis of the app Sofus & the moon machine focusing upon which modalities that are to be found within the text and how these are expressed. Secondly a method study. An empirical study of the pupils reading and use of the app in a classroom environment, and through observation and a qualitative survey discovering how pupils experience the esthetic aspects of the “book app”. This thesis will be using a hermeneutic understanding of aesthetics to examine how the “book app” can lead to reflection and tactile experiences. The reading of a text on a “touch screen” contrary to the pages of a book can lead to another form of reading experience. The pupil’s responses are therefore analyzed with the understanding of these readings as being sensuous and performative. Embodied experiences and reading experiences being important factors throughout this thesis. In the analysis of the empiric material there is an emphasis upon the reactions of the pupils whilst reading, both verbal and nonverbal. These observations are then compared to the pupils own personal description of their reading experiences. This study will show that pupils react differently to different elements of the text and that interactive elements appear to receive more attention. The differing esthetic aspects of the book apps offer and invite to various ways of reading, experiencing and understanding the text. In this study the pupils focus upon the elements of gaming with high levels of stimulation which leads to varying degrees of concentration and attention (Hyper Attention). Results suggest that the pupil’s aesthetic competence is limited and that they - on occasions - express inconsequent evaluations.
Master i barne- og ungdomslitteratur Avdeling for lærerutdanning og kreative fag/MBUL550 Innleveringsdato: 15. mai 2020