Multiliteracies In The Foreign Language Classroom Using Video Games In The Flc
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Multiliteracies In The Foreign Language Classroom Using Video Games In The Flc
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Author : Isabelle Humburg
language : en
Publisher: GRIN Verlag
Release Date : 2015-03-10
Multiliteracies In The Foreign Language Classroom Using Video Games In The Flc written by Isabelle Humburg and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-03-10 with Foreign Language Study categories.
Seminar paper from the year 2014 in the subject Didactics for the subject English - Pedagogy, Literature Studies, grade: 1,7, Justus-Liebig-University Giessen, course: Multiliteracies in the Foreign Language Classroom, language: English, abstract: According to a survey published in 2013 nearly every youth spends roughly 180 minutes online every day during the school week (MPFS 2013: 64). Of the asked adolescents, 45% said that they play computer, console or online games regularly and gave the estimate of “76 minutes on weekdays and 101 minutes on weekends” (MPFS 2013:65) spend playing digital games. There is a term for all those born after the 1970s, that grew up surrounded and using technology on a daily basis: digital natives (Schoolnet 2009: 6). This new generation of born natives uses digital devices with little to no instruction. One could say they are fluent or literate in this 'language'. These digital natives use this technology based language to communicate, express themselves, as well as to understand and manipulate their environment. They use social networking sites as well as digital games, often combined with each other, to entertain themselves. Through their constant use digital natives are used to an environment, which constantly rewards them for things like endurance (daily log in rewards) or finishing things in a timely matter (finishing in a quest in a certain time frame). This kind of reward system is what they expect in the classroom. A traditional classroom environment may not be motivating enough for this new generation of learners (Schoolnet 2009: 6). This term paper deals with digital games in the English foreign language classroom (EFL). As students clearly enjoy playing these games and are motivated to do so on a nearly daily basis, why not use this kind of motivation to learn English? In the following the theory behind the usage and advantage of digital games in the classroom is outlined. In the end there is a teaching proposal for a unit, that uses an online game to teach historical facts and events.
Bridging Literacies With Videogames
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Author : Hannah R. Gerber
language : en
Publisher: Springer
Release Date : 2014-09-23
Bridging Literacies With Videogames written by Hannah R. Gerber and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-09-23 with Education categories.
Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.
Using Video Games In Foreign Language Classrooms
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Author : Sandra Uranič
language : en
Publisher:
Release Date : 2016
Using Video Games In Foreign Language Classrooms written by Sandra Uranič and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with categories.
This MA thesis explores the idea of using video games designed for the mass market, in ESL classrooms. This topic is not well researched yet, however, it is an important one, considering the fact that a great number of students play games in their free time. Thus we should examine how to use this interest and apply it on teaching. The paper therefore attempts to prove that, if used correctly, video games can function as useful teaching tools and can help teachers achieve different teaching aims. To prove this, the paper looks into the existing research studies on the topics, shows that video games can have many positive effects on their players and demonstrates the ways video games can be used in the classrooms. The empirical part presents a study in which 48 students in five classes participated in lessons in which the game The Stanley Parable was used. The study showed that the game can be used in different ways as a way of achieving different teaching aims.
Digital Games And Language Learning
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Author : Mark Peterson
language : en
Publisher: Bloomsbury Publishing
Release Date : 2021-03-25
Digital Games And Language Learning written by Mark Peterson and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-25 with Language Arts & Disciplines categories.
Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.
Language At Play
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Author : Julie M. Sykes
language : en
Publisher: Prentice Hall
Release Date : 2012
Language At Play written by Julie M. Sykes and has been published by Prentice Hall this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Foreign Language Study categories.
How digital games can inform, enhance and transform L2 pedagogy The potential of digital games in the second and foreign (L2) classroom is enormous but harnessing their potential for application in the L2 classroom, however, presents complex challenges. In Language at Play: Digital Games in Second and Foreign Language Teaching and Learning , Sykes and Reinhart combine research from a variety of perspectives in applied linguistics, educational gaming, and games studies, and structure their discussion of five major concepts central to these areas: goal, interaction, feedback, motivation and context. While theoretically grounded, the volume's audience is primarily practicing L2 professionals with classroom experience. Intended for current and future foreign language teaching professionals, volumes in the Theory and Practice in Second Language Classroom Instruction series examine issues in teaching and learning in language classrooms. The topics selected and the discussions of them draw in principled ways on theory and practice in a range of fields, including second language acquisition, foreign language education, educational policy, language policy, linguistics, and other areas of applied linguistics.
A Place For Video Games
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Author : Ethan T. Jordan
language : en
Publisher:
Release Date : 2011
A Place For Video Games written by Ethan T. Jordan and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with categories.
Teaching With Video Games
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Author : Zachary Hartzman
language : en
Publisher: Independently Published
Release Date : 2021-10-22
Teaching With Video Games written by Zachary Hartzman and has been published by Independently Published this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-10-22 with categories.
There is a lot more value to be found in video games than what is traditionally considered educational. Video games can do more than just build one's literacy; it can teach mechanics, problem-solving, rules, narrative speaking, and even foster relationships with others. This book offers an in depth look at what an entire English Language Arts unit focused on video games in the classroom can look like. Included is a full 30 day unit utilizing the video games "What Remains of Edith Finch" & "Gone Home" as central texts. Students will be tasked to play both games and identify and analyze the many literary elements and rhetorical devices found across both games. A full unit plan and 30 individual lesson descriptions act as your teaching guide. Also included is a debrief of how each lesson went with my own students with student completed handouts attached. When I first decided to pursue a career in education, my close friends joked that I would be the teacher who watched movies and played video games with his students. I always knew in the back of my mind that both of those activities, especially video games, could be a real asset. My hope in writing this book is that you and other educators will be both inspired and prepared to teach with video games in your own classroom.
Linguagens Em Movimento No Ensino Atravessamentos E Experi Ncias
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Author : Bianka de Abreu Severo
language : pt-BR
Publisher: Pimenta Cultural
Release Date : 2020-07-30
Linguagens Em Movimento No Ensino Atravessamentos E Experi Ncias written by Bianka de Abreu Severo and has been published by Pimenta Cultural this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-07-30 with Education categories.
Organizador: Gabriella Eldereti Machado, Bianka de Abreu Severo O livro reúne trabalhos que trazem a discussão de diferentes linguagens, sejam elas a artística, matemática, científica, corporal, linguística, tecnológica e cultural, mobilizadas pelo ensino. Ao dialogar sobre os atravessamentos e as experiências das propostas de ensino assentadas nessas linguagens, esta obra mostra a relevância da sensibilidade, da criatividade e da percepção na construção de uma nova sociedade. Editora: Pimenta Cultural (2020) ISBN: 978-65-88285-10-7 (eBook) 978-65-88285-11-4 (brochura) DOI: 10.31560/pimentacultural/2020.107
Authenticity And New Media In Foreign Language Teaching
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Author : Konstanze Wolgast
language : en
Publisher: GRIN Verlag
Release Date : 2007-06-19
Authenticity And New Media In Foreign Language Teaching written by Konstanze Wolgast and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-06-19 with Foreign Language Study categories.
Seminar paper from the year 2006 in the subject Didactics for the subject English - Pedagogy, Literature Studies, grade: 1,0, Technical University of Braunschweig, course: Neue Medien im Fremdsprachenunterricht, language: English, abstract: This paper will at first explore the meaning of authenticity in the context of Foreign Language Teaching before moving on to presenting some ways of how authenticity can be supplied by ways of the New Media and finally giving a critical examination of the benefits and possible problems of the use of New Media for the purpose of presenting authentic material in-class.
Foreign Language Teaching And Learning In Bangladesh An Investigation On The Impact Of Authentic Material
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Author : Galib Shahriar
language : en
Publisher: Grin Publishing
Release Date : 2016-10-21
Foreign Language Teaching And Learning In Bangladesh An Investigation On The Impact Of Authentic Material written by Galib Shahriar and has been published by Grin Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-21 with categories.
Thesis (M.A.) from the year 2012 in the subject English - Miscellaneous, course: Teaching English to the Speakers of Other Languages, language: English, abstract: This research aims to find out whether there is any impact on performance when students read authentic materials beside the textbooks. Students in Bangladesh often have difficulties in learning English as a foreign language for lack of appropriate learning materials in the classroom. Too often foreign language teaching texts in our country are designed either too difficult or too easy for students. Without appropriate texts that suit them, learners spend long hours in the classroom accomplishing very little in the long run. Most of them remain weak in reading, writing, listening and speaking in English properly even after receiving higher education. Students' performance varies according to the type of materials given to them. A significant amount of research shows that there is something about the type of textbooks/materials that should be looked into and evaluated carefully so that necessary adaptation can be made for effective learning to take place. When learners are introduced to variety of materials, it is necessary to understand what impact they have on the learners.