@article{efe39e1cf95f4f509e16c19669afcb7d,
title = "Using interactive fiction to stimulate metalinguistic talk in the English classroom",
abstract = "Interactive Fiction (IF){\textemdash}a digital form of non-linear narrative writing{\textemdash}requires readers to respond, to make choices that shape their reading experience. I argue that such choices can be put to use in the classroom, helping teachers to facilitate metalinguistic talk. In this article, I offer a clear conceptualisation of metalinguistic talk, drawing upon existing research to create a useful framework comprised of four characteristics. Using this framework, and with reference to interview data and field notes, I analyse and consider two transcripts of classroom talk in order to explore the extent to which a particular work of IF enabled me to facilitate metalinguistic talk with a class of 16{\textendash}17-year-old English Literature students. The lesson in question formed part of an action research project exploring the possibilities for IF in the secondary school English classroom. I argue that the choices contained within A Great Gatsby, a work of IF which I designed via a process of critical-creative textual intervention and using Fitzgerald's The Great Gatsby as my source material, can help to scaffold metalinguistic talk{\textemdash}conversations about language.",
keywords = "Action research, Critical-creativity, Interactive fiction, Metalinguistic talk, Textual intervention",
author = "Sam Holdstock",
year = "2023",
month = aug,
day = "14",
doi = "10.1111/lit.12348",
language = "English",
volume = "58",
pages = "48--57",
journal = "Literacy",
issn = "1741-4369",
publisher = "John Wiley and Sons Inc",
number = "1",
}