Digital games and language teaching and learning

被引:27
|
作者
Sykes, Julie M. [1 ,2 ]
机构
[1] Univ Oregon, Linguist, Eugene, OR 97403 USA
[2] Univ Oregon, Ctr Appl Language Studies 2, Eugene, OR 97403 USA
关键词
high-impact teaching practices; technology; SOCIALIZATION; ENVIRONMENTS; CLASSROOM;
D O I
10.1111/flan.12325
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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 $19.6 billion 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. Challenges Teachers and learners will have increased opportunities to explore language in the community via digital games and virtual reality, making language learning more integrated into the communities in which it is spoken. What needs to be done to integrate such learning opportunities into all classrooms at all levels?
引用
收藏
页码:219 / 224
页数:6
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