Multiliteracies in the Foreign Language Classroom Using Video Games in the FLC is popular PDF and ePub book, written by Isabelle Humburg in 2015-03-10, it is a fantastic choice for those who relish reading online the Foreign Language Study genre. Let's immerse ourselves in this engaging Foreign Language Study book by exploring the summary and details provided below. Remember, Multiliteracies in the Foreign Language Classroom Using Video Games in the FLC can be Read Online from any device for your convenience.
Multiliteracies in the Foreign Language Classroom Using Video Games in the FLC Book PDF Summary
Seminar paper from the year 2014 in the subject Didactics for the subject English - Pedagogy, Literature Studies, grade: 1,7, Justus-Liebig-University Giessen, course: Multiliteracies in the Foreign Language Classroom, language: English, abstract: According to a survey published in 2013 nearly every youth spends roughly 180 minutes online every day during the school week (MPFS 2013: 64). Of the asked adolescents, 45% said that they play computer, console or online games regularly and gave the estimate of “76 minutes on weekdays and 101 minutes on weekends” (MPFS 2013:65) spend playing digital games. There is a term for all those born after the 1970s, that grew up surrounded and using technology on a daily basis: digital natives (Schoolnet 2009: 6). This new generation of born natives uses digital devices with little to no instruction. One could say they are fluent or literate in this 'language'. These digital natives use this technology based language to communicate, express themselves, as well as to understand and manipulate their environment. They use social networking sites as well as digital games, often combined with each other, to entertain themselves. Through their constant use digital natives are used to an environment, which constantly rewards them for things like endurance (daily log in rewards) or finishing things in a timely matter (finishing in a quest in a certain time frame). This kind of reward system is what they expect in the classroom. A traditional classroom environment may not be motivating enough for this new generation of learners (Schoolnet 2009: 6). This term paper deals with digital games in the English foreign language classroom (EFL). As students clearly enjoy playing these games and are motivated to do so on a nearly daily basis, why not use this kind of motivation to learn English? In the following the theory behind the usage and advantage of digital games in the classroom is outlined. In the end there is a teaching proposal for a unit, that uses an online game to teach historical facts and events.
Detail Book of Multiliteracies in the Foreign Language Classroom Using Video Games in the FLC PDF
- Author : Isabelle Humburg
- Release : 10 March 2015
- Publisher : GRIN Verlag
- ISBN : 9783656915942
- Genre : Foreign Language Study
- Total Page : 27 pages
- Language : English
- PDF File Size : 8,6 Mb
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