叙事炼金术:为成人语言学习者共同创建基于游戏的广泛阅读框架

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Terence Govender, Joan Arnedo-Moreno
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引用次数: 0

摘要

语境分析是语言学习的一项重要技能。它涉及破译复杂的语言关系和模式。这样,未知词汇就可以在可理解的语境中被学习到。广泛阅读是培养这种技能的常用方法,但需要学习者的参与。本文介绍了一个基于游戏的广泛阅读框架,旨在通过共同创作的视觉小说鼓励学生参与。该项目的主要特点是其可行性和作为语言课程补充的作用。短期目标是提高参与度,长期目标是促进习惯性阅读和培养语言好奇心。研究分两部分进行:首先,教育专家(n = 5)测试了该框架的可接受性和可行性;其次,在一所语言学校(n = 13)实施了该框架。结果表明,教育工作者对该框架的接受度很高,学习者也很喜欢。虽然考试成绩没有明显提高,但学生参与家庭作业活动的意愿明显增强。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Narrative alchemy: Co-creating a game-based extensive reading framework for adult language learners

Contextual analysis is an important skill for language acquisition. It involves deciphering complex linguistic relationships and patterns. This way, unknown vocabulary can be learned if presented within understandable contexts. Extensive reading is a common method for developing this skill but requires learner participation. This paper presents a game-based extensive reading framework designed to encourage participation through a co-created visual novel. The project’s key features are its feasibility and role as a language course supplement. The short-term goal is to increase participation, with the long-term aim of promoting habitual reading and fostering language curiosity. The study was conducted in two parts: first, educational experts (n = 5) tested the framework for acceptance and feasibility; second, it was implemented at a language school (n = 13). Results indicate high acceptance from educators and enjoyment from learners. Although there was no significant increase in test scores, students’ willingness to participate in homework activities improved significantly.

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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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