View Content #20306
Contentid | 20306 |
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Content Type | 3 |
Title | Digital Games and Language Learning |
Body | by Julie Sykes, CASLS Director Recently, the use of digital games in the language classroom has received more and more attention – from both a theoretical and practical perspective. So, why should we pay attention to this trend? What does it mean for classroom practice? Like any other tool, games are not a panacea nor a magic bullet for transformative education. They require thoughtful implementation tied to learning objectives and outcomes. As we begin this month focused on games, we begin by examinng a few critical assumptions around their use.
With these assumptions in mind, this month we will examine why and how digital games can be useful for transformational learning experiences and, moreover, will connect different types of digital games to different learning experiences. As Sykes and Reinhardt (2012) point out, a well-designed digital game:
Each can be found in good teaching and learning environments and digital games are one way to facilitate these behaviors. We look forward to a month of play, exploration, and transformation! References Schell, J. (2008). The Art of Game Design . Burlington, MA: Morgan Kauffman Publishers. Sykes, J. & Reinhardt, J. (2012). Language at Play: Digital Games in Second and Foreign Language Teaching and Learning. Series on Theory and Practice In Second Language Classroom Instruction, J. Liskin-Gasparro & M. Lacorte, series eds. Pearson-Prentice Hall. |
Source | CASLS Topic of the Week |
Inputdate | 2015-11-01 08:55:47 |
Lastmodifieddate | 2015-11-02 03:25:38 |
Expdate | Not set |
Publishdate | 2015-11-02 02:15:01 |
Displaydate | 2015-11-02 00:00:00 |
Active | 1 |
Emailed | 1 |
Isarchived | 0 |