Professional Documents
Culture Documents
transcultural communicative
classroom
Carolyn Blume
The performative Discovering oneself and performatively enacting identity is a focal theme
construction in language learning classes, even when this is not always explicitly
of identity in addressed (Paiz 2019). This begins for many EFL learners in early grades
EFL classrooms and early stages of language learning with colour and food preferences,
and online and extends to describing one’s familial and interpersonal relationships.
Even young learners are confronted with heteronormativity when, for
example, there is no discursive space to include same-sex parents or
grandparents, as can happen with traditional activities that ask learners
to construct family trees. In many middle years or early intermediate
figure 1
QR code for Coming Out
Simulator (Case 2014)
The relationship As Thorne et al. (2015) point out, identity online is constructed, not
between identity as a solitary activity, but in communication with others as part of the
and transcultural sociocultural process of interaction. The games discussed here are
communicative technically single-player games. However, they are equally playable with
competence a partner in a classroom setting, and thus are well-suited to facilitating
interaction as decisions are made in tandem, meaning is created, and
reflection takes place. Moreover, as with other games, they allow for
related activities in online worlds. It is through this online interaction
around games that most gaming communities develop and flourish.
These spaces are multiply diverse, bringing together a variety of language
users with identities from myriad cultures, in an additional cultural
space. This space reflects and shapes the languages, identities, and
cultures the participants bring with them. Performing identity in this
space requires transcultural communicative competence, as interactions
take place among interlocutors with widely disparate written and spoken
vocabularies, grammars, registers, gestures, and visual resources, and give
rise to new permutations of these. Navigating these situations to perform
and develop their identity requires each interactant to be a competent
transcultural communicator, which Blell and Doff (2014: 86) describe as a
person who
opens him-/herself up emotionally and cognitively to more dynamic
and mobile cultural situations and stories at the same time, including
overlapping or sometimes quickly alternating scenarios. Learners
experience and value themselves and others as ‘floating’ identities
(construction/deconstruction) which can open up new surfaces for
understanding similarities or differences. … Furthermore, he/she needs
profound competences in decoding or producing all sorts of texts,
multimodal texts included (a video clip, a blog, a Facebook entry etc.).
Transcultural communicative competence emphasizes critical awareness
of varied cultural practices and perspectives, global issues, and
multiliteracies. In addition, it presupposes an understanding of identities
and cultures as both multifaceted and malleable, neither wholly bounded
nor wholly arbitrary. Finally, it seeks to transcend the binary dualism
of traditional models of intercultural communicative competence that
emphasize understanding between the self and the other by highlighting
Transcultural Like the wider cultures within which they exist, games tend to be
competence in complex worlds with overlapping messages that convey a variety of
digital worlds norms, including, but not limited to, those relating to gender and
sexuality. Exchanges between game characters frequently expose players
to a diversity of perspectives necessary for developing transcultural
communicative competence; among game players, exchanges take place
that reflect individual identities interacting in online social spaces. Games
that incorporate complex personae, including those with underrepresented
gender and sexual identities, can contribute to the development of this
transcultural communicative competence in much the same way as more
traditional ‘texts’, by highlighting various forms of diversity (Eklund
2011). For example, the Spring trilogy (Figure 3) shares details of life as
experienced by a trans woman in Japan, offering players insights into a
unique national subculture. The game is intended for an individual player.
However, the possibility for pre- and post-play conversations, both within
the classroom and beyond, is facilitated by the active fan communities that
critique and creatively adapt the game. These ‘conversations’ offer myriad
opportunities to construct relevance for players and establish connections
to multiple goals of the contemporary language learning classroom. Given
the relative invisibility of trans personae even in queer EFL pedagogy
figure 3
One Night, Hot Springs (npckc
2018)
figure5
Gone Home (Fulbright Company
2013)