Blending Video Games Into Language Learning
Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also ‘gamers', and that a language learner may play a video game to learn English. This article focuses on the language learning affordances in offline video games. General game-based learning principles identified by Gee are used as the method to identify and classify the learning affordances in a selection of video games. These learning principles are explained and then used to detail general learning opportunities inherent in a variety of video games. It suggests that language learning opportunities on video-games are too varied and that the scaffolding guidance of a teacher might be needed. It concludes by proposing that contextualized live video-game-like immersive experiences could also be conducive to language learning.
Year of publication: |
2017
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Authors: | Newcombe, Jonathan ; Brick, Billy |
Published in: |
International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT). - IGI Global, ISSN 2155-7101, ZDB-ID 2703066-0. - Vol. 7.2017, 4 (01.10.), p. 75-89
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Publisher: |
IGI Global |
Subject: | Blended-Learning | English | Gamification | Language learning | Video Games |
Saved in:
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