LITERACY FOR DIGITAL FUTURES The unprecedented rate of global, technological, and societal change calls for a radical, new understanding of literacy. This book offers a nuanced framework for making sense of literacy by addressing knowledge as contextualised, embodied, multimodal, and digitally mediated. In today’s world of technological breakthroughs, social shifts, and rapid changes to the educational landscape, literacy can no longer be understood through established curriculum and static text structures. To prepare teachers, scholars, and researchers for the digital future, the book is organised around three themes – Mind and Materiality; Body and Senses; and Texts and Digital Semiotics – to shape readers’ understanding of literacy. Opening up new inter- disciplinary themes, Mills, Unsworth, and Scholes confront emerging issues for next- generation digital literacy practices. The volume helps new and established researchers rethink dynamic changes in the materiality of texts and their implica- tions for the mind and body, and features recommendations for educational and professional practice. Kathy A. Mills is Professor of Literacies and Digital Cultures at the Institute for Learning Sciences and Teacher Education, Australian Catholic University, Brisbane. Len Unsworth is Professor in English and Literacies Education at the Institute for Learning Sciences and Teacher Education, Australian Catholic University, Sydney. Laura Scholes is Associate Professor at the Institute of Learning Sciences and Teacher Education, Australian Catholic University, Brisbane. LITERACY FOR DIGITAL FUTURES Mind, Body, Text Kathy A. Mills, Len Unsworth, and Laura Scholes Cover image: © Getty Images First published 2023 by Routledge 605 Third Avenue, New York, NY 10158 and by Routledge 4 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN Routledge is an imprint of the Taylor & Francis Group, an informa business © 2023 Kathy A. Mills, Len Unsworth, and Laura Scholes The right of Kathy A. Mills, Len Unsworth, and Laura Scholes to be identified as authors of this work has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. ISBN: 978-0-367-68394-8 (hbk) ISBN: 978-0-367-68317-7 (pbk) ISBN: 978-1-003-13736-8 (ebk) DOI: 10.4324/9781003137368 Typeset in Bembo by SPi Technologies India Pvt Ltd (Straive) In memory of Gunther Kress, whose thinking has influenced our work on multimodality. CONTENTS List of Figures ix List of Tables xii Foreword – Theo van Leeuwen xiii Acknowledgements xvi Abbreviations xvii INTRODUCTION 1 Introduction: Beyond Education for Industry 4.0: Next-Generation Literacies 1 PART I Mind and Materiality 21 2 Mind and Materiality of Digital Reading 25 3 Critically Evaluating Multiple Sources for Digital Futures 45 4 Why Video Gaming is an Important Digital Literacy Practice 64 PART II Body and Senses 85 5 Embodiment, Literacies, and Digital Media 89 viii Contents 6 Haptics and Motion in Literacy Practices with Digital Media 107 7 Virtual, Augmented, and Mixed Reality: New Literate Bodies 125 PART III Texts and Digital Semiotics 147 8 Infographics and Scientific Literacy 151 9 Advancing Animated Story Composition through Coding 176 10 Digital Interactive Literature 196 CONCLUSION 11 Conclusion: Multimaterial Literacies for Digital Futures 219 Author Index 239 Subject Index 246 FIGURES 2.1 Touch too is important for reading 30 2.2 Virtual reality encompasses the senses 34 3.1 Google search results for the term ‘corona’, November 2021. The high number of search results is shown, with 3,340,000,000 matches 48 4.1 Minecraft can be accessed on mobile devices 70 4.2 Community design © UN-Habitat. (a) A playground in Gaza designed using Minecraft – before (b) A playground in Gaza designed using Minecraft – after 71 4.3 Community design © UN-Habitat. (a) Minecraft used in community urban design in Brazil – before (b) Minecraft used in community urban design in Brazil – after 71 4.4 Community design © UN-Habitat. (a) Minecraft used in community urban design in Brazil – in progress. (b) Minecraft used in community urban design in Brazil – final Minecraft design 72 7.1 Roman pottery by an 11-year-old student using VR and in-air haptics 126 7.2 Mixed reality narratives: 3D holograms viewed through the Hololens 2 126 7.3 Student making 3D Holograms to illustrate an MR story. Ethical consent was provided for the use of all facial images in the book 132