Video Games in the English as a Foreign Language Classroom

被引:24
作者
Anderson, Tom A. F. [1 ]
Reynolds, Barry Lee [1 ]
Yeh, Xiao-Ping [2 ]
Huang, Guan-Zhen [2 ]
机构
[1] Natl Cent Univ, Grad Inst Network Learning Technol, Chungli, Taiwan
[2] Natl Cent Univ, Grad Inst Learning & Instruct, Chungli, Taiwan
来源
DIGITEL 2008: SECOND IEEE INTERNATIONAL CONFERENCE ON DIGITAL GAME AND INTELLIGENT TOY ENHANCED LEARNING, PROCEEDINGS | 2008年
关键词
D O I
10.1109/DIGITEL.2008.39
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The purpose of this study was to investigate potentials of and to identify factors relevant to computer games at the center of a course curriculum. In order to improve the English listening ability of foreign language learners in Taiwan, two hypes of lessons were developed for America's Army,, a free-for download FPS military game. The current study compared different factors that contribute to the possible success of lessons that use video games as their core material. A deeper impression of the feasibility of using in-game dialogue for language learning was. Assessment of listening comprehension was conducted in pre- and post-tests. The study shows students feel they can learn English through a course that uses computer games and gives directions for further research.
引用
收藏
页码:188 / +
页数:2
相关论文
共 23 条
[1]  
ADAMS TW, 1995, WHAT MAKES MAT UNPUB
[2]  
[Anonymous], 1989, ELT J
[3]  
[Anonymous], 1983, COMMUNICATIVE COMPET
[4]  
BRINTON M, 2001, USE MEDIA LANGUAGE T
[5]  
BROWN HD, 2004, LANGUAGE ASSESSMENT, P116
[6]  
COXHEAD A, 2000, ENGLISH LANGUAGE I O, V18
[7]  
Gee JP, 2003, WHAT VIDEO GAMES HAVE TO TEACH US ABOUT LEARNING AND LITERACY, P1
[8]  
GROS B, 2007, DIG GAM INT TOY ENH, P176
[9]  
Hu MM, 2007, DIGITEL 2007: THE FIRST IEEE INTERNATIONAL WORKSHOP ON DIGITAL GAME AND INTELLIGENT TOY ENHANCED LEARNING, PROCEEDINGS, P176
[10]  
Kabata K., 2002, CALICO Journal, V19, P563