Abstract
The digital age requires students to use a range of literacies in order to engage in and
interpret an increasing array of multimodal communications. This case investigation
describes the ways in which two students use and interpret maps when engaged in
gameplay with popular culture multimodal texts. The study encouraged the participants to
share their experiences as they played their game. The Pokemon phenomena was used as a
catalyst for the investigation as the students (aged 10 and 11) described how they used the
interrelated nature of the texts to support and scaffold their mathematical understandings.
The students demonstrated their capacity to use a range of literacies across a variety of texts
to interpret and navigate their way through different mapping contexts. These processes
required strong mathematical understanding and the ability to internalise large amounts of
mapping-related information across various 2D and 3D representations.
Susan Clancy & Tom Lowrie
Maps That Come Alive: Numeracy Engagement Across Multimodal Texts