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TitleArticle: Digital Games and Language Teaching and Learning
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CASLS Director Julie Sykes has published an article, "Digital games and language teaching and learning," in the latest issue of ACTFL's Foreign Language Annals. Here is the abstract: 

The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers have often cautioned that digital games are not a panacea or magic bullet, for the past decade educators have been exploring the inherent complexities and benefits of digital gaming and the significant opportunities they provide for effective, meaningful learning across disciplines (Caillois, 1961; Gee, 2007; McGonigal, 2013; Squire, 2009). World language learning and teaching have followed suit. This piece provides a brief exploration of the use of digital games in the language learning context and offers three ideas for future work in this area: (1) increased access to community-based games, (2) meaningful incorporation of virtual reality, and (3) increased access to commercial games.

Access the article at http://onlinelibrary.wiley.com/doi/10.1111/flan.12325/epdf
Access the full Spring 2018 issue of Foreign Language Annals at http://onlinelibrary.wiley.com/doi/10.1002/flan.v51.1/issuetoc

SourceWiley
Inputdate2018-03-16 15:35:22
Lastmodifieddate2018-03-19 02:58:31
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Publishdate2018-03-19 02:15:02
Displaydate2018-03-19 00:00:00
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