Multiliteracies in the Foreign Language Classroom. Using Video Games in the FLC

Multiliteracies in the Foreign Language Classroom. Using Video Games in the FLC PDF Author: Isabelle Humburg
Publisher: GRIN Verlag
ISBN: 3656915946
Category : Foreign Language Study
Languages : en
Pages : 27

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Book Description
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.

Multiliteracies in the Foreign Language Classroom. Using Video Games in the FLC

Multiliteracies in the Foreign Language Classroom. Using Video Games in the FLC PDF Author: Isabelle Humburg
Publisher: GRIN Verlag
ISBN: 3656915946
Category : Foreign Language Study
Languages : en
Pages : 27

Get Book

Book Description
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.

Multiliteracy Play

Multiliteracy Play PDF Author: Chantelle Warner
Publisher: Bloomsbury Publishing
ISBN: 1350338389
Category : Language Arts & Disciplines
Languages : en
Pages : 241

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Book Description
This book proposes to expand multiliteracies frameworks in second language education, by recognizing that learning a new language and culture involves both designs and desires, the affects and emotions that feed our responses to particular ways of making meaning. Over the past two decades, multiliteracies approaches to second language education have brought attention to the diversity of modes, media, language varieties, and discourses involved in what we often shorthand as language learning. A core concept in these discussions is the idea of meaning design, the idea that languages are dynamic, culturally-shaped systems of resources for engaging with and making sense of the world. Building on these discussions and drawing inspiration and practical examples from a variety of modern language classes in higher education in the USA, the book demonstrates how poetic and playful language can be embedded in multiliteracies pedagogy in ways that foster learners' and teachers' awareness of designs, while also making space for desires that are harder to script or plan for. In addition to building a conceptual map around poetics and play for researchers and teachers in language education, the book offers concrete examples of what a multiliteracies approach emphasizing designs and desires can look like in classrooms and curricula.

Bridging Literacies with Videogames

Bridging Literacies with Videogames PDF Author: Hannah R. Gerber
Publisher: Springer
ISBN: 9462096686
Category : Education
Languages : en
Pages : 210

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Book Description
Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

Multiliteracies in World Language Education

Multiliteracies in World Language Education PDF Author: Yuri Kumagai
Publisher:
ISBN: 9781138832190
Category : Communication
Languages : en
Pages : 0

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Book Description
Advocating an effective pedagogy that puts a multiliteracies framework at the center of the world language curriculum, this volume brings together college-level curricular innovations and classroom projects that address differences in meaning and worldviews expressed in learners' primary and target languages.

Teaching with Video Games

Teaching with Video Games PDF Author: Zachary Hartzman
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 150

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Book Description
There is a lot more value to be found in video games than what is traditionally considered educational. Video games can do more than just build one's literacy; it can teach mechanics, problem-solving, rules, narrative speaking, and even foster relationships with others. This book offers an in depth look at what an entire English Language Arts unit focused on video games in the classroom can look like. Included is a full 30 day unit utilizing the video games "What Remains of Edith Finch" & "Gone Home" as central texts. Students will be tasked to play both games and identify and analyze the many literary elements and rhetorical devices found across both games. A full unit plan and 30 individual lesson descriptions act as your teaching guide. Also included is a debrief of how each lesson went with my own students with student completed handouts attached. When I first decided to pursue a career in education, my close friends joked that I would be the teacher who watched movies and played video games with his students. I always knew in the back of my mind that both of those activities, especially video games, could be a real asset. My hope in writing this book is that you and other educators will be both inspired and prepared to teach with video games in your own classroom.

Motivation and Motivating in the Foreign Language Classroom

Motivation and Motivating in the Foreign Language Classroom PDF Author: Steffi Joetze
Publisher: GRIN Verlag
ISBN: 3640944550
Category : Foreign Language Study
Languages : en
Pages : 24

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Book Description
Seminar paper from the year 2008 in the subject Didactics for the subject English - Pedagogy, Literature Studies, grade: 2,0, University of Cologne, language: English, abstract: The study of motivation to learn a L2 is a thoroughly discussed and researched subject in the field of L2 acquisition. Nevertheless questions like “What is motivation? How do humans get motivated? What specifies motivation in language learning?” (Nakata 2006, p. 23) are very difficult, maybe even impossible, to answer entirely. So the aim of the following investigation should not be to give a complete picture of research on L2 motivation but to explore special parts of this extensive topic more precisely and to find out what exactly a teacher can contribute to a motivational teaching in the L2 classroom. To show how to enhance students’ motivational intensity, it is necessary to know what motivation is. Therefore the complex theoretical concept of motivation itself will be dealt with at first in this paper. Furthermore there are various kinds of motivation which have been identified by researchers. Some of them will be presented in connection with their theoretical concepts and with reference to this it should be discussed if there is a type of motivation being most effective in terms of L2 learning. In a further step the factors of L2 motivation influencing the level of L2 learning motivation will be investigated in more detail. Having dealt with the nature of motivation itself and its factors the research will have a more practical orientation to the foreign language classroom. For that the point of view will be directed towards teachers and their possibilities of using motivational strategies and techniques in the foreign language classroom. The question how students’ motivation can be increased should be the issue to discuss in this place.

The Multiliteracies Classroom

The Multiliteracies Classroom PDF Author: Kathy Mills
Publisher: Multilingual Matters Limited
ISBN: 9781847693181
Category : Education
Languages : en
Pages : 152

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Book Description
The multiliteracies approach to literacy education has become established as an accessible and effective paradigm for classroom practice in the 21st century. The Multiliteracies Classroom enlivens this theory with its vivid description of events in a real classroom. Teachers will identify with the lively transcripts of classroom interactions, and be inspired to widen students' access to new literacy practices in an increasingly digital and globalised world. The possibilities and constraints that can be encountered when implementing multiliteracies are explored in detail. Educators know from experience that students begin their classroom journey with entirely unequal opportunities for literacy success. The Multiliteracies Classroom does not ignore this reality, highlighting the influence of society's patterns of power on literacy learning in the digital age. Its key themes provide a blueprint for the future of literacy research and practice.

Creative Writing in Foreign Language Teaching

Creative Writing in Foreign Language Teaching PDF Author: Kirsten Hinzpeter
Publisher: GRIN Verlag
ISBN: 3656108382
Category : Language Arts & Disciplines
Languages : en
Pages : 33

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Book Description
Seminar paper from the year 2009 in the subject English - Pedagogy, Didactics, Literature Studies, grade: 1,0, University of Hamburg, language: English, abstract: The idea of creativity in the classroom first came up in the 1970s as a means of "Erneuerung, Veränderung [und] Selbstentfaltung" and in order to combat "Verkrustung, Erstarrung [und] Routine" (Thaler in Klippel 2008: 236). At first merely German lessons were affected by this new trend but soon afterwards it became a part in foreign language teaching as well. Today creative writing is considered by many scholars as an important component of teaching foreign languages. In the following it will be discussed what crea-tive writing actually is and why it is important. Furthermore, the process character and the question how creative writing should be marked will be examined.

On the Use of Webquests and E-Learning in the English As a Foreign Language Classroom

On the Use of Webquests and E-Learning in the English As a Foreign Language Classroom PDF Author: Julian Pilger
Publisher:
ISBN: 9783668867055
Category :
Languages : en
Pages : 24

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Book Description
Seminar paper from the year 2018 in the subject Communications - Multimedia, Internet, New Technologies, grade: 2,3, University of Trier, language: English, abstract: In the following, an internet based activity, namely the WebQuest, is going to be observed by analyzing possible risks and benefits and its importance on the very relevant teaching aim of media literacy and competences referring to that. Then, a concrete example of such a task will be shown and an overall conclusion will be drawn in order to answer the initial question of this paper of whether the method of WebQuests is a useful one or not. Additionally, this paper justifies its relevance by the fact that WebQuests were not originally designed for language learning, so that creating one possibly is a challenge but the outcome will hopefully be supporting with regards to developing future WebQuests for the actual usage concerning me being a teacher. Being a modern (English) language teacher means to include the various forms of information technology (IT) available in the 21st century such as computers or even interactive whiteboards. IT can now add valuable extra dimensions to teaching English as a foreign language. Consequently, the usage of IT can definitely improve English language teaching for various reasons. Besides providing teachers with current material for every topic and easily overcoming geographical distance in order to observe relevant cultural aspects of the target language or to interact with native speakers, it is fun and therefore motivating for the students. The main goal of foreign language teaching is the mediation of competences which enable the students to communicate and overcome the language barrier. Concerning possible problems and risks, the time consuming aspect of WebQuests cannot be disregarded. They demand time beforehand and even though they can save teacher's time in the long term, WebQuests need to be nurtured when they are expected to perform over a longer period

Gender Representation in Video Games

Gender Representation in Video Games PDF Author: Sven Frueh
Publisher: GRIN Verlag
ISBN: 3346378586
Category : Social Science
Languages : en
Pages : 22

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Book Description
Seminar paper from the year 2021 in the subject Gender Studies, grade: 1, Private Pädagogische Hochschule der Diözese Linz (PHDL), language: English, abstract: This paper aims to examine in how far the portrayal of stereotypical gender roles in video games has changed. For this purpose, one of the oldest and most popular video game franchises “The Legend of Zelda” is analysed using a theoretical framework of both game studies and gender studies. The paper aims to give a game overview of three key aspects – story, picture, and characters – focusing on the portrayal of gender norms, and stereotypes. Over the past fifty years, video games have taken over a substantial part of the media entertainment industry, with approximately 5,3 million Austrians playing; 90 % of the most active age group, the ten-to-fifteen-year olds, are playing more than once a month. However, the average Austrian gamer is 54 % male and 46 % female, 35 years old, and spends an average of 11,5 hours per week playing. Video games, as well as any other form of mass entertainment media, can influence players’ perceptions and expectations around gender identity and gender roles. The stereotypical portrayal of masculinity and femininity, which was a common occurrence in the early history of video games, is especially problematic in reaffirming gender stereotypes. This materialised in a pattern of white, male, heterosexual player characters being sent on a heroic journey, while female characters were often oversexualised while playing a passive role as a love interest for the main character. In this regard, video game heroes and characters, as well as their narrative, were not different from popular cultural movies, comics, and books of the late 20th century.