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Digital Literacy in the Karenni Families

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Language and Literacy in Refugee Families

Part of the book series: Language and Globalization ((LAGL))

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Abstract

This chapter presents how digital devices that have been widely used among these newcomers enable new learning and understanding in the recently arrived refugee community.

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Notes

  1. 1.

    The young children participants in this study consisted of boys only. However, as I had observed, the Karenni children in this neighborhood tended to play with friends from the same gender group. Young girls were often found playing tire jump, tag, and jackstones. However, playing video games seemed to be more male oriented here.

  2. 2.

    When a Karenni father bought an expensive one that cost $300 or more, his neighbors or friends introduced him to a store where a game console was sold for a bargain price and recommended that he return the more expensive one with a receipt.

  3. 3.

    ‘Video gamer’ is an inclusive term to refer to both male and female. However, I use ‘he’ and ‘him’ to refer to a video gamer, or player, because all of the video gamers in the present study were male.

  4. 4.

    This game genre is called the first-person shooter game.

  5. 5.

    During the data collection period, I did not see Saw Reh using social media and texting.

  6. 6.

    ooVoo.com is one of the most popular video-conferencing websites among teenagers (Forbes, February 1, 2012).

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Duran, C.S. (2017). Digital Literacy in the Karenni Families. In: Language and Literacy in Refugee Families. Language and Globalization. Palgrave Macmillan, London. https://doi.org/10.1057/978-1-137-58756-5_6

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  • DOI: https://doi.org/10.1057/978-1-137-58756-5_6

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  • Publisher Name: Palgrave Macmillan, London

  • Print ISBN: 978-1-137-58754-1

  • Online ISBN: 978-1-137-58756-5

  • eBook Packages: Social SciencesSocial Sciences (R0)

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