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Age and Gender Differences in Evaluating the Pedagogical Usability of E-Learning Materials ...
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Age and Gender Differences in Evaluating the Pedagogical Usability of E-Learning Materials ...
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The Internet of Things : and its implications for learning beyond the classroom
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The Internet of Things : and its implications for learning beyond the classroom
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The Internet of Things : and its implications for learning beyond the classroom
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Learning to identify and actualize affordances in a new tool
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Haines, Karen. - : the National Foreign Language Resource Center (NFLRC) at the University of Hawai’i, University of Hawai‘i Center for Language and Technology (CLT), and the Center for Language Education, and Research (CLEAR) at Michigan State University, 2015
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Learning to identify and actualize affordances in a new tool
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Haines, Karen. - : the National Foreign Language Resource Center (NFLRC) at the University of Hawai’i, University of Hawai‘i Center for Language and Technology (CLT), and the Center for Language Education, and Research (CLEAR) at Michigan State University, 2015
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Touch and gesture-based language learning. Some possible avenues for research and classroom practice
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Reinders, Hayo. - : IATEFL Poland Computer Special Interest Group (EdTechTeacher), 2014
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Touch and gesture-based language learning. Some possible avenues for research and classroom practice
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Reinders, Hayo. - : IATEFL Poland Computer Special Interest Group (EdTechTeacher), 2014
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A trade-off in learning: Mobile augmented reality for language learning ; Implementing mobile language learning with an augmented reality activity
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A trade-off in learning: Mobile augmented reality for language learning ; Implementing mobile language learning with an augmented reality activity
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A trade-off in learning: Mobile augmented reality for language learning ; Implementing mobile language learning with an augmented reality activity
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Touch and gesture-based language learning. Some possible avenues for research and classroom practice
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Reinders, Hayo. - : IATEFL Poland Computer Special Interest Group (EdTechTeacher), 2014. : Unitec Institute of Technology, 2014
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Affect and willingness to communicate in digital game-based learning
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Switching on to digital literacy? : a case study of English language teachers at a Vietnamese university
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Affect and willingness to communicate in digital game-based learning
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Abstract:
The possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact does gameplay have on students’ perceptions of themselves as learners, and how does this affect their learning practice? These questions are important as they are likely to influence the success of digital game-based language learning, and as a result the way teachers might integrate games into the curriculum. In this study we investigated the experiences of five students who had participated in a fifteen-week game-based learning program at a university in Thailand. We conducted six interviews with each of them (for a total of 30 interviews) to identify what impact gameplay had in particular on their willingness to communicate in English (MacIntyre, Dörnyei, Clément & Noels, 1998). The results showed that gameplay had a number of benefits for the participants in this study, in particular in terms of lowering their affective barriers to learning and increasing their willingness to communicate. We discuss the implications of these results in terms of further research and classroom practice.
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Keyword:
130207 LOTE; 130306 Educational Technology and Computing; CALL (computer-assisted language learning); digital game-based language learning (DGBLL); digital games; ESL and TESOL Curriculum and Pedagogy (excl. Māori); gaming; interviews; language play; second language acquisition (SLA); Thailand; willingness to communicate (WTC)
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URL: https://doi.org/10.1017/S0958344014000226 https://hdl.handle.net/10652/3438
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Can I say something? The effects of digital game play on willingness to communicate.
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Reinders, Hayo; Wattana, Sorada. - : Sponsored by the National Foreign Language Resource Center (NFLRC) at the University of Hawai’i, University of Hawai‘i Center for Language and Technology (CLT), and the Center for Language Education, and Research (CLEAR) at Michigan State University, 2014
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Switching on to digital literacy? : a case study of English language teachers at a Vietnamese university
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Can I say something? The effects of digital game play on willingness to communicate.
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Reinders, Hayo; Wattana, Sorada. - : Sponsored by the National Foreign Language Resource Center (NFLRC) at the University of Hawai’i, University of Hawai‘i Center for Language and Technology (CLT), and the Center for Language Education, and Research (CLEAR) at Michigan State University, 2014
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Switching on to digital literacy? : a case study of English language teachers at a Vietnamese university
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