The number of affordances associated with today’s
technology is indescribable. I’ve been told that supposedly I’m part of the
so-called “digital generation,” yet I couldn’t possibly tell you even half of
the opportunities that are presented to youth online. Blogging, virtual
realities, Facebook, Twitter, chat forums, email, YouTube, Shmoop…and that
doesn’t even scratch the surface. Although many English teachers have chosen to
maintain the traditional view, that technology has no place in the classroom,
many disagree. Many teachers argue that it does deserve a place in the
classroom because “digital literacy practices are more participatory,
collaborative, and distributed than conventional print-based literacy
practices” (as cited in Curwood, 2013, p. 417).
Does this mean we
should steer clear of print-based books? Of course not! But finding books that also
allow for digital interaction seems to be the way to go these days. As Tarasiuk
(2010) describes it, “the combination of reading, writing, and technology
presents unique opportunities to improve and address the contemporary literacy
needs of adolescents” (p. 543). Today’s students “have grown up in a world
where cyberspace is not new, but rather another space for them to live in,
learn from and communicate” (Tarasiuk, 2010, p. 544). So why not use it? Technology
is so ubiquitous in our society now; you can’t just kick it under the rug and
expect it to go away. It’s clearly here to stay. Instead of shoving it aside we
can utilize it to help students actively engage in their learning. So, the
question is: is The Hunger Games by
Suzanne Collins surviving as a book in our digital age? The answer: it’s not
just surviving, it’s thriving.
This dystopian story of
Katniss Everdeen’s fight against the government in post-apocalyptic Panem has
become so wide-spread that one might say it’s really caught fire (cue laughter from the audience). Note to readers: if
you don’t get it, please do yourself a favor and read the book. Trust me, it’s
great YA lit. Not only is The Hunger
Games part of the dystopian genre, which is currently all the rage, it has
a number of online opportunities and affinity spaces associated with it. In
fact, the entire trilogy does. It also helps that the trilogy is currently
being adapted to film, with The Hunger
Games and Catching Fire already
released and both films triumphing as global hits. However, that doesn’t mean
that the good old paperback novel has gone out of style; over 50 million copies
of The Hunger Games trilogy have been
sold since it began in 2008 (Curwood, 2013).
When I did a brief
Google search on The Hunger Games,
each post I looked at described either how great it is in general or how great
it is to teach to students. Personally, I believe it’s a great book to be
teaching in our digital world. As of 2013, there were “over 50 fan sites [with]
a combined total of 30 million page views” (Curwood, 2013, p. 420) for The Hunger Games trilogy, and many of
these “offer venue[s] to share fan-created work, play role-playing games, or
access teaching resources” (Curwood, 2013, p.420). Regarding reader-response
activities in our digital age, the possibilities seem close to endless when it
comes to The Hunger Games and so many
of these possibilities involve student-centered learning. There are such
wonderful and interactive ways for students to respond to The Hunger Games in our digital world. Students could create
collaborative novel study group blogs and post those to online audiences,
allowing them more than just teacher feedback. They could create online
collages representing their favorite character or most-despised character
(President Snow perhaps?) or they could create picture poetry on related themes
in the book. They could produce their own movie trailers or invent movie scenes
that were in the book but not in the film adaptations. They could research
current events and investigate the similarities and dissimilarities between our
society and Panem. What’s great is that students could do all these things
while analyzing the text, developing their comprehension skills and making
“text-to-self, text-to-text, and text-to-world connections” (Gainer, 2012, p.
14).
Still not convinced of The Hunger Games success in the digital
age? When I racked my brain for the challenges of teaching The Hunger Games in the digital age, I honestly couldn’t come up
with any. Where I see challenges is in having the technology readily available.
Is it feasible for every classroom to have a set of 30 iPads or video cameras?
It definitely isn’t, and not every student has the privilege of owning their
own. However, most schools have computer labs and I believe that teachers can
find a way to make it work. Despite these limitations, I don’t see challenges
in teaching The Hunger Games in these
digital times. The amount of multimodal opportunities for teachers to experiment
with the relationship between literature and technology with The Hunger Games is incredible. The best
part is, it’s book that students would enjoy and by providing students with
opportunities to develop proficiency with technology we’re equipping them with
the tools “to meet the demands of 21st-century literacies” (Gainer,
2012, p. 14).
The Hunger Games Movie Trailer:
References
Curwood,
J. (2013). The hunger games: Literature, literacy, and online affinity spaces. Language Arts, 90(6), 417-427.
Gainer,
J. (2012). Critical thinking: Foundational for digital literacies and democracy.
Journal of Adolescent & Adult
Literacy, 56(1), 14-17.
Tarasiuk,
T. (2010). Combining traditional and contemporary texts: Moving my English
class to the computer lab. Journal of
Adolescent & Adult Literacy, 53(7), 543-552.