Difference between revisions of "Page 8.1"

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Many researchers and practitioners in the field argue for the potential of serious games for language learning and teaching (Meyer and Sorensen, 2009; Johnson, 2010; Amoia et al, 2012). The realistic environment provided by serious games and the guaranteed access to authentic content can be used in an advantageous manner for addressing educational demands in the area of language learning. Recent studies argue in favour of ‘intrinsic serious game design’ for language learning that move beyond drill-and-error tasks and support ‘fruitful thinking, real language interaction and learner engagement’ (Meyer and Sorensen, 2009 p. ). Serious games are still not part of school practices but are gaining tremendous acceptance for use in informal educational settings.
 
Many researchers and practitioners in the field argue for the potential of serious games for language learning and teaching (Meyer and Sorensen, 2009; Johnson, 2010; Amoia et al, 2012). The realistic environment provided by serious games and the guaranteed access to authentic content can be used in an advantageous manner for addressing educational demands in the area of language learning. Recent studies argue in favour of ‘intrinsic serious game design’ for language learning that move beyond drill-and-error tasks and support ‘fruitful thinking, real language interaction and learner engagement’ (Meyer and Sorensen, 2009 p. ). Serious games are still not part of school practices but are gaining tremendous acceptance for use in informal educational settings.
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<strong>Few examples:</strong>
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==== Mystery of Nebra====
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The Goethe institute uses digital gaming approaches to promote language learning. For example, Adventure German - The Mystery of Nebra is a serious game developed by Goethe that exposes users to German language practice. The serious game is available on the web and as an ‘app’ for Android smartphones, iPhones and iPads
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For more details : [http://www.goethe.de/lrn/duw/lad/enindex.htm| Mystery of Nebra]
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==== Language Trap====
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With a focus on German language learning KDEG (Knowledge of Data Engineering Group) developed ‘Language Trap’, an interactive game with role-playing tasks. Language trap is designed to support students ‘in preparing for the Leaving Certificate German Oral Examinations’
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For more details [http://seriousgames.cs.tcd.ie/about_the_game.html| Language Trap] 
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==== MiddWorld Online====
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MiddWorld Online is a 3D virtual game where users are invited to use language skills in a natural immersive environment. The game currently supports Spanish and French. Support of Chinese and Arabic is planned in future releases. The 3D foreign language learning game was developed by Muzzy Lane in collaboration with Middlebury Interactive Languages (MIL). The game introduces role-playing tasks in the form of missions. It is used as part of MIL's online world language courses (for more details please see ).
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For more details [http://seriousgames.cs.tcd.ie/index.html| MiddWorld Online]
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==== Manolo’s Business Trip====
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Manolo’s Business Trip is a level-based interactive course with virtual characters.
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The game aims to provide users with all the necessary English language skills that can communication in professional settings. The course that levels in difficulty consists of numerous episodes. The main actor is Manolo, a virtual character that has ‘a flexible professional/personal profile (doctor, trainer, researcher, bon vivant, musician, etc) to facilitate adaptation to both transversal and specific language needs’ (QMPP, n.d, p.12-13).
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[[Page 8.1.2|Read more>>]]
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For more details [http://wat.iavante.es/blogs/etp/manolos-business-trip| Manolo's Business Trip]
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----
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'''Contribute to this wiki page'''
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----
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Click [[Page 8|here]] to go back
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Click [[Main Page|here]] to go to the homepage.
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----
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====References====
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Amoia, M., Bretandiere, T., Denis, A., Gardent, C., Prez- Beltrachini, L. (2012) ‘A Serious Game for Second Language Acquisition in a Virtual Environment’. Journal on Systemics, Cybernetics and Informatics (JSCI) 10, 1, 24-34
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Johnson, W.L. (2010) Serious Use of a Serious Game for Language Learning, International Journal of Artificial Intelligence in Education. V. 20, p. 175-195, DOI 10.3233/JAI-2010-0006, IOS Press
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Meyer, B. and Sorensen, B. (2009).’Designing Serious Games for Computer Assisted Language Learning - a Framework for Development and Analysis' Available online: [http://link.springer.com/chapter/10.1007%2F978-1-4020-9496-5_5?LI=true]

Latest revision as of 13:40, 28 November 2013


Contents

[edit] Serious games for language learning

Many researchers and practitioners in the field argue for the potential of serious games for language learning and teaching (Meyer and Sorensen, 2009; Johnson, 2010; Amoia et al, 2012). The realistic environment provided by serious games and the guaranteed access to authentic content can be used in an advantageous manner for addressing educational demands in the area of language learning. Recent studies argue in favour of ‘intrinsic serious game design’ for language learning that move beyond drill-and-error tasks and support ‘fruitful thinking, real language interaction and learner engagement’ (Meyer and Sorensen, 2009 p. ). Serious games are still not part of school practices but are gaining tremendous acceptance for use in informal educational settings.

Few examples:

[edit] Mystery of Nebra

The Goethe institute uses digital gaming approaches to promote language learning. For example, Adventure German - The Mystery of Nebra is a serious game developed by Goethe that exposes users to German language practice. The serious game is available on the web and as an ‘app’ for Android smartphones, iPhones and iPads For more details : Mystery of Nebra

[edit] Language Trap

With a focus on German language learning KDEG (Knowledge of Data Engineering Group) developed ‘Language Trap’, an interactive game with role-playing tasks. Language trap is designed to support students ‘in preparing for the Leaving Certificate German Oral Examinations’

For more details Language Trap


[edit] MiddWorld Online

MiddWorld Online is a 3D virtual game where users are invited to use language skills in a natural immersive environment. The game currently supports Spanish and French. Support of Chinese and Arabic is planned in future releases. The 3D foreign language learning game was developed by Muzzy Lane in collaboration with Middlebury Interactive Languages (MIL). The game introduces role-playing tasks in the form of missions. It is used as part of MIL's online world language courses (for more details please see ).

For more details MiddWorld Online


[edit] Manolo’s Business Trip

Manolo’s Business Trip is a level-based interactive course with virtual characters. The game aims to provide users with all the necessary English language skills that can communication in professional settings. The course that levels in difficulty consists of numerous episodes. The main actor is Manolo, a virtual character that has ‘a flexible professional/personal profile (doctor, trainer, researcher, bon vivant, musician, etc) to facilitate adaptation to both transversal and specific language needs’ (QMPP, n.d, p.12-13).

Read more>>

For more details Manolo's Business Trip




Contribute to this wiki page





Click here to go back

Click here to go to the homepage.



[edit] References

Amoia, M., Bretandiere, T., Denis, A., Gardent, C., Prez- Beltrachini, L. (2012) ‘A Serious Game for Second Language Acquisition in a Virtual Environment’. Journal on Systemics, Cybernetics and Informatics (JSCI) 10, 1, 24-34

Johnson, W.L. (2010) Serious Use of a Serious Game for Language Learning, International Journal of Artificial Intelligence in Education. V. 20, p. 175-195, DOI 10.3233/JAI-2010-0006, IOS Press

Meyer, B. and Sorensen, B. (2009).’Designing Serious Games for Computer Assisted Language Learning - a Framework for Development and Analysis' Available online: [1]

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