Difference between revisions of "Page 8.1"
Line 5: | Line 5: | ||
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. | ||
+ | |||
+ | Few examples: | ||
+ | |||
+ | ==== 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 [[http://www.goethe.de/lrn/duw/lad/enindex.htm | Mystery of Nebra ]] | ||
+ | |||
+ | ==== Languaga 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 http://seriousgames.cs.tcd.ie/about_the_game.html). |
Revision as of 16:33, 27 November 2013
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:
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 ]
Languaga 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 http://seriousgames.cs.tcd.ie/about_the_game.html).