Multiliteracies in the Foreign Language Classroom. Using Video Games in the FLC

Nonfiction, Reference & Language, Study Aids, ESL, Foreign Languages
Cover of the book Multiliteracies in the Foreign Language Classroom. Using Video Games in the FLC by Isabelle Humburg, GRIN Verlag
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Isabelle Humburg ISBN: 9783656915942
Publisher: GRIN Verlag Publication: March 10, 2015
Imprint: GRIN Verlag Language: English
Author: Isabelle Humburg
ISBN: 9783656915942
Publisher: GRIN Verlag
Publication: March 10, 2015
Imprint: GRIN Verlag
Language: English

Seminar paper from the year 2014 in the subject English - Pedagogy, Didactics, 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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Seminar paper from the year 2014 in the subject English - Pedagogy, Didactics, 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.

More books from GRIN Verlag

Cover of the book Bartolome de las Casas - ein hierokratischer Herrscher? Eine Untersuchung nach Max Weber by Isabelle Humburg
Cover of the book Erziehungsunsicherheit. Herausforderungen der Elternschaft by Isabelle Humburg
Cover of the book Handlungsorientierter Mathematikunterricht by Isabelle Humburg
Cover of the book Geschlechtsspezifische Ansätze der interkulturellen Erziehung in Deutschland by Isabelle Humburg
Cover of the book Kompetenzentwicklung mit E-Learning Tools. Möglichkeiten, Grenzen und bildungswissenschaftliche Perspektiven von Serious Games in der beruflichen Bildung by Isabelle Humburg
Cover of the book Wie kann ein guter Lehrer zum Lernerfolg von Schülern beitragen? by Isabelle Humburg
Cover of the book Wie schreibt man eine wissenschaftliche Arbeit? by Isabelle Humburg
Cover of the book Leserfang und Leserbindung by Isabelle Humburg
Cover of the book Baktrien - Achämeniden, Griechen und Nomaden by Isabelle Humburg
Cover of the book Symptomatik der ADHS by Isabelle Humburg
Cover of the book Cedefop - Übersicht über eine europäische Fachagentur by Isabelle Humburg
Cover of the book Bronckarts 'typologie énonciative' und Brinkers Texttypologie by Isabelle Humburg
Cover of the book Die Vermögensverwaltung über eine GmbH. Die Besteuerung des Vermögens auf Ebene der Gesellschaft und des Gesellschafters by Isabelle Humburg
Cover of the book Vorsortieren der Eingangspost (Unterweisung Kaufmann / -frau für Bürokommunikation) by Isabelle Humburg
Cover of the book Entwicklungsmodelle des Schriftspracherwerbs by Isabelle Humburg
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy