Blending Video Games Into Language Learning

Jonathan Newcombe, Billy Brick
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引用次数: 7

Abstract

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.
将电子游戏融入语言学习
全球约有20亿人玩电子游戏,预计到2020年,英语学习者的人数将达到同等数量。可以假设,许多语言学习者也是“游戏玩家”,语言学习者可能通过玩电子游戏来学习英语。本文主要探讨离线视频游戏对语言学习的启示。Gee提出的基于游戏的一般学习原则被用作识别和分类电子游戏学习启示的方法。本文解释了这些学习原则,然后将其用于详细说明各种电子游戏中固有的一般学习机会。研究表明,在电子游戏中学习语言的机会太多了,可能需要老师的指导。该研究的结论是,情境化的视频游戏式沉浸式体验也有助于语言学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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