Digital games, literacy and language learning in L1 and L2

IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH
Thorkild Hanghøj, K. Kabel, S. Jensen
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引用次数: 0

Abstract

In this comparative systematic review, we analyse how the use of digital games inside and outside school settings might support primary and secondary students’ literacy and language learning in relation to first language (L1) and second language (L2) educational contexts. Our findings indicate widely different patterns from utilising diverse game aspects, theories, and research methodologies in relation to the two different subject areas, which show that they are less convergent than what often is suggested in research that compares the two subjects in a globalised world. The L1 studies indicate positive findings with mainly commercial games in relation to writing, multimodal production, critical literacy, and, partly, to reading. The L2 studies report positive findings with educational games in relation to the investigated language skills (vocabulary, reading, and writing), though with an increasing number of studies conducted in out-of-school settings examining commercial gaming practices. We discuss the findings from the two K-12 subjects using a cross-disciplinary perspective, and we suggest directions for future research.
数字游戏,读写能力和语言学习在L1和L2
在这篇比较系统的综述中,我们分析了在学校内外使用数字游戏如何支持小学生和中学生在第一语言(L1)和第二语言(L2)教育背景下的读写能力和语言学习。我们的研究结果表明,与两个不同主题领域相关的不同游戏方面、理论和研究方法的使用模式存在很大差异,这表明它们并不像在全球化世界中比较两个主题的研究中经常提出的那样趋同。L1研究表明,主要商业游戏与写作、多模式生产、批判性素养以及部分阅读有关。L2研究报告了教育性游戏与所调查的语言技能(词汇、阅读和写作)相关的积极结果,尽管越来越多的研究在校外环境中进行了商业游戏实践。我们从跨学科的角度讨论了两个K-12科目的研究结果,并提出了未来研究的方向。
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来源期刊
L1 Educational Studies in Language and Literature
L1 Educational Studies in Language and Literature EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
2.00
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