2019
DOI: 10.1017/s095834401900017x
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Implementing digital game-enhanced pedagogy: Supportive and impeding language awareness and discourse participation phenomena

Abstract: This descriptive study investigated the implementation of student-selected, entertainment-purposed digital games for foreign language teaching and learning. During a 15-week semester, 16 Korean EFL students enrolled in an introductory educational technology course played online games, visited gaming sites, and completed instructional tasks. Conceptualizing games as social practices and drawing from the bridging activities framework (Thorne & Reinhardt, 2008), instructional tasks were designed to enhance la… Show more

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Cited by 19 publications
(19 citation statements)
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“…Compared with prior research findings of the positive impact of digital games-based learning on students' learning outcomes such as language awareness [37,38], knowledge acquisition [39] and metacognition [40], the experimental results reveal that though students from the EC and the CC both made progress, more significant improvement was found in the EC. Such results add to existing body of knowledge about the effectiveness of digital educational games learning approach, in particular, its efficacy in the vocabulary acquisition of primary school students in China.…”
Section: Effectiveness Of the Digital Educational Game-based Learning Approachcontrasting
confidence: 72%
“…Compared with prior research findings of the positive impact of digital games-based learning on students' learning outcomes such as language awareness [37,38], knowledge acquisition [39] and metacognition [40], the experimental results reveal that though students from the EC and the CC both made progress, more significant improvement was found in the EC. Such results add to existing body of knowledge about the effectiveness of digital educational games learning approach, in particular, its efficacy in the vocabulary acquisition of primary school students in China.…”
Section: Effectiveness Of the Digital Educational Game-based Learning Approachcontrasting
confidence: 72%
“…Popular applications of YouTube, Facebook, WhatsApp and Google Classroom made available on computers are used in the digital teaching and learning process of students despite the absence of teachers; the frequency of utilising these applications anytime and anywhere will help improve language acquisition (Bahari, 2020; Rustam & Mengke, 2020; Chiou, at el., 2019; Lee, 2019). Computer-assisted learning, including online and offline games, has helped significantly in amplifying the learning curiosity (Mcneil, 2019;Blume, 2019;Wingate, 2016).…”
Section: Computer-assisted Language Learningmentioning
confidence: 99%
“…The articles under review also evoke the importance of learning-based games being given primary priority corresponding with the technology-dependent education. The interest of students is always heightened and sustainably maintained as they gradually learn a second language (Mcneil, 2019;Blume, 2019;Wingate, 2016). In assisting learning new vocabularies, word games challenge the ability of students toseek meanings of words initiated by teachers (Mcneil;.…”
Section: Learning Language Using Gamesmentioning
confidence: 99%
“…A study conducted by [41] analyzed the implementation of student-selected, entertainment-purposed digital games for foreign language teaching, and learning. A total of 16 EFL Korean students who were part of an educational technology course were involved in this study during a 15-week semester.…”
Section: 5mentioning
confidence: 99%