DIGITAL GAMES, LITERACY AND LANGUAGE LEARNING IN L1 AND L2 A comparative systematic review

被引:2
|
作者
Hanghoj, Thorkild [1 ]
Kabel, Kristine [2 ]
Jensen, Signe Hannibal [3 ]
机构
[1] Aalborg Univ, AC Meyers Vaenge 15,3rd Floor, DK-2450 Copenhagen SV, Denmark
[2] Aarhus Univ, Aarhus, Denmark
[3] Univ Southern Denmark, Odense, Denmark
关键词
digital games; literacy; language learning; comparative review; K-12; COMPUTER GAMES; EMPIRICAL-EVIDENCE; ONLINE GAMES; VIDEO GAMES; ENGLISH; VOCABULARY; SCHOOL; PERFORMANCE; LEARNERS; STUDENTS;
D O I
10.21248/l1esll.2022.22.2.363
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In this comparative systematic review, we analyse how the use of digital games inside and outside school settings might support primary and secondary students' literacy and language learning in relation to first language (L1) and second language (L2) educational contexts. Our findings indicate widely different patterns from utilising diverse game aspects, theories, and research methodologies in relation to the two different subject areas, which show that they are less convergent than what often is suggested in research that compares the two subjects in a globalised world. The L1 studies indicate positive findings with mainly commercial games in relation to writing, multimodal production, critical literacy, and, partly, to reading. The L2 studies report positive findings with educational games in relation to the investigated language skills (vocabulary, reading, and writing), though with an increasing number of studies conducted in out-of-school settings examining commercial gaming practices. We discuss the findings from the two K-12 subjects using a cross-disciplinary perspective, and we suggest directions for future research.
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页数:44
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