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Almanca Öğretim ve Öğrenim Oyunu ‚Berlin 3D entdecken!’in Geliştirilme Süreci

Year 2018, Volume: 6 Issue: 2, 119 - 136, 31.12.2018

Abstract

Bu çalışmada Bursa ve Jena’dan akademisyenlerin işbirliğinde geliştirilen ‚Berlin 3D entdecken!‘ dijital Almanca öğretim oyunu geliştirilme süreci teknik ve didaktik açılardan tanıtılmaktadır. Bilgisayar destekli yabancı dil öğrenimi alanında güncel eğilim dijital oyunlarla yabancı dil öğrenimi (DGBLL) ve oyunlaştırmadır (gamification). Dijital yerliler olarak da adlandırılan, 21. yüzyılın genç kuşağı öğrenme sürecinde çeşitli dijital oyunlardan yararlanmaktadır (Prensky, 2001). Gençler eğitsel dijital oyunlarla öğrenmeye olumlu yaklaşırken öğretmenler bu konuda çeşitli nedenlerle çekimser kalmaktadırlar ve bu da sıkça eleştirilmektedir (Allsop et al. 2013, Blume, 2017, Chandler 2013, Emin-Martinez & Ney 2013, Gerber & Price 2013, Wagner & Mitgutsch 2009). Ancak piayasadaki hemen hemen bütün eğitsel oyunlar ders dışı zamanlarda kendi kendine öğrenme konseptine göre tasarlandığından ve ders entegre edilmesi son derece zor olduğundan öğretmenlere yöneltilen bu eleştiriler gerçekçi değildir. Öğretmenlerin kendi kendine öğrenme konseptine göre hazırlanmış bir materyali derste nasıl kullanabileceği sorusunun yanıtı henüz verilememiştir. Öğretmenlerin bu konda çekimser kalmalarının en önemli nedeni günümüzde henüz Almanca derslerinde kullanılabilecek bir dijital oyunun mevcut olmamasıdır, bir başka ifadeyle piyasada öğretmeye yönelik bir oyun yoktur. Bu sorunun çözümüne katkıda bulunmak amacıyla Almanca öğretmeye yönelik bir dijital oyun geliştirilmiştir: ‚Berlin 3D entdecken!‘. Öğretmenler bu dijital oyunu sınıflarında kullanarak, oynayarak ders anlatabilirler. Oyun B1+ seviyesinde dil içeriği ve Berlin Mitte semtindeki beş tarihi esere ilişkin kültürel bilgiler sunmaktadır. Rol üstlenme türünde (RPG = Role Play Game) tasarlanmış oyunda oyun figürleri tarafından tarihi binaların gerçeğe yakın üç boyutlu modelllerinin keşfedilmesi ve öğrenilmesi öngörülmüştür. Oyun öğretmene oyun içi üç boyutlu sunumlar, etkileşimli alıştırmalar ve bölüm sonu testi gibi içerikleriyle derse entegre etme olanağı sunmaktadır. Oyunun dört farklı sürümü geliştirilmiştir: Masaüstü bilgisayar, akıllı tahta, web ve mobil (Android & IOS).

References

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Entwicklungsprozess des digitalen Lehr- und Lernspiels ‚Berlin 3D entdecken!‘

Year 2018, Volume: 6 Issue: 2, 119 - 136, 31.12.2018

Abstract

In diesem Vortag wird der Entwicklungsprozess des digitalen Lehr- und Lernspiels ‚Berlin 3D entdecken!‘, das in Kooperation von Bursaer und Jenaer DaF-DozentInnen entwickelt wurde, unter technischen und didaktischen Aspekten vorgestellt. Digitalspiel-basiertes Fremdsprachen Lernen (DGBLL) und Gamifizierung sind gegenwärtige Tendenzen im computerbasierten Fremdsprachenlernen. Die Millenium-Generationen, die sog. Digital Natives, lernen durch digitale (Lern-)Spiele diverser Art (Prensky 2001). Während die Jugendlichen digitale Sprachlernspiele als neues Material willkommen heißen, bleiben die Lehrpersonen aus verschiedenen Gründen eher skeptisch, was oft kritisiert wird (Allsop et al. 2013, Blume 2017, Chandler 2013, Emin-Martinez & Ney 2013, Gerber & Price 2013, Wagner & Mitgutsch 2009). Doch die Kritik an den Lehrenden ist nicht gerechtfertigt, da fast alle Spiele dieser Art als Medium zum individuellen Lernen in außerschulischen Kontexten konzipiert worden sind und sich daher nur bedingt in den Unterricht integrieren lassen. Es bleibt offen, wie Lehrende ein Selbstlernmedium im Unterricht verwenden können. Der entscheidende Grund zurückhaltender Einstellungen von Lehrenden ist, dass derzeit kein digitales Spiel vorhanden ist, das sie in ihren DaF-Klassen zu unterrichtlichen Zwecken einsetzen können, d.h. es gibt kein digitales Lehrspiel! Um zur Lösung dieses Problems beizutragen, wurde ein digitales DaF-Lehrspiel entwickelt: ‚Berlin 3D entdecken!‘ Durch dieses Spiel können DaF-Lehrende in eigenen Klassen spielend lehren. Auf dem Sprachniveau B1+ liefert das Spiel landeskundliche Informationen über fünf Sehenswürdigkeiten in Berlin Mitte. Als RPG (Role Play Game) konzipiertes Spiel enthält es 3D-Modelle von historischen Bauten, die von Avataren realitätsnah erkundet werden. Durch 3D-Präsentationen, interaktive Übungen und einen Abschlusstest bietet das Spiel die Möglichkeit, es in den Unterricht zu integrieren. Es wurden vier Grundversionen des Spiels entwickelt: für PC, Smartboard, Web und Mobil (Android & IOS).

References

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  • Gee, James P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), S. 1-20.
  • Gerber, Hannah R. / Price, Debra P. (2013): Fighting baddies and collecting bananas: Teachers’ perceptions of games-based literacy learning. Educational Media International, 50(1), 51-62. doi: 10.1080/09523987.2013.777182.
  • Goethe Institut (2009): Lernabenteuer Deutsch - Das Geheimnis Der Himmelsscheibe. Retrieved from https://www.goethe.de/de/spr/ueb/him.html.
  • Goethe Institut (2013): Lernabenteuer Deutsch – Ein Rätselhafter Aufrtag. Retrieved from https://www.goethe.de/de/spr/ueb/mis.html.
  • Guerrero, Héctor A. (2011): Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education. Colombian Applied Linguistics Journal, 13(1), 54-70. Retrieved from http://revistas.udistrital.edu.co/ojs/index.php/calj/article/view/2931/4283.
  • Haas, John (2014): A History of the Unity Game Engine - An Interactive Qualifying Project. Submitted to the Faculty of Worcester Polytechnic Institute in partial fulfillment of the requirements for graduation. Retrieved from https://web.wpi.edu/Pubs/E-project/Available/E-project-030614-143124/unrestricted/Haas_IQP_Final.pdf.
  • Hung, Hsiu-Ting / Chang, Jo-Ling / Yeh, Hui-Chin (2016): A Review of Trends in Digital Game-Based Language Learning Research. IEEE 16th International Conference on Advanced Learning Technologies (ICALT) (pp. 508-512), Austin, TX. doi: 10.1109/ICALT.2016.9
  • Irawan, Ade G. / Padmadewi, Ninyoman / Artini, Luh P. (2018): Instructional materials development through 4D model. SHS Web of Conferences 42, Global Conference on Teaching, Assessment, and Learning in Education (GC-TALE 2017). doi: 10.1051/shsconf/20184200086
  • Jantke, Klaus P. / Hume, Tim (2015): Effective Learning through Meaning Construction in Digital Role Playing Games. Retrieved from www.theminnits.com/wpcontent/uploads/2014/12/ICCE-2015__JH__final__red_Size.pdf.
  • Johnson, Lewis W. / Valente, Andre (2009): Tactical Language and Culture Training Systems: Using AI to Teach Foreign Languages and Cultures. AI Magazine, 30(2), S. 72-83. doi: doi.org/10.1609/aimag.v30i2.2240.
  • Johnson, Lewis W. / Marsella, Stacy / Mote, Nicolaus / Viljhálmsson, Hannes / Narayanan, Shrikanth / Choi, Sunhee (2004): Tactical Language Training System: Supporting the Rapid Acquisition of Foreign Language and Cultural Skills. Retrieved from https://sail.usc.edu/publications/files/Johnson InSTIL2004.pdf.
  • Klopfer, Eric / Squire, Kurt (2005): Environmental Detectives--The Development of an Augmented Reality Platform for Environmental Simulations. Educational Technology Research and Development, 56(2), p203-228. doi: 10.1007/s11423-007-9037-6
  • Lacasa, Pilar / Méndez, Laura / Martínez, Rut (2008): Bringing commercial games into the classroom. Computers and Composition, 25, 341-358. doi: 10.1016/j.compcom.2008.04.009
  • Larsen, Lasse J. (2012): A New Design Approach to Game-Based Learning. Journal of Interactive Learning Research, 23(4), 313-323. Retrieved from https://www.learntechlib.org/p/39296.
  • Laurier, Eeric / Reeves, Stuart (2014): Cameras in video games: comparing play in CounterStrike and the Doctor Who Adventures. Retrieved from https://ericlaurier.co.uk/resources/Writings/Laurier-2012-Cameras-in-video-games-comparing-play-in-Counter--Strike-and-the-Doctor-Who-Adventures.pdf.
  • Maley, Alan (2016): Principles and Procedures in Materials Development. In M. Azarnoosh, M. Zeraatpishe, A. Faravani, H.R. Kargozari (Eds.), Issues in Materials Development. Critical New Literacies: The Praxis of English Language Teaching and Learning (PELT) (pp. 11-29). SensePublishers, Rotterdam. doi: 10.1007/978-94-6300-432-9_2
  • Meyer, Bente (2013): Game-based language learning for pre-school children: a design perspective. Electronic Journal of e-Learning, 11(1), S. 39-48.
  • Mitzlaff, Hartmut (1997): Lernen mit Mausklick Computer in der Grundschule. Frankfurt (M): Moritz Diesterweg.
  • Neville, David O. (2015). The story in the mind: The effect of 3D gameplay on the structuring of written L2 narratives. ReCALL, 27, 21-37. doi: 10.1017/S0958344014000160
  • Peirce, Neil & Wade, Vincent (2011): Personalised Learning for Casual Games: The'Language Trap'Online Language Learning Game. 4th European Conference on Games Based Learning 2010, ECGBL 2010.
  • Prensky, Marc (2001): Digital natives, digital immigrants Part 1. On the Horizon, 9(5), 1-6. doi: 10.1108/10748120110424816
  • Roche, Jörg (2000): Lerntechnologie und Spracherwerb, Grundrisse einer medien-ädaquaten, interkulturellen Sprachdidaktik. Deutsch als Fremdsprache, 37(3), 136-143.
  • Rüschoff, Bernd / Wolff, Dieter / Ross Ernst (1999): Fremdsprachenlernen in der Wissensgesellschaft, Zum Einsatz der neuen Technologien in Schule und Unterricht. Ismaning: Max Hueber.
  • Sandford, Richard / Ulicsak, Mary / Facer, Keri / Rudd, Tim (2006): Teaching with games-Using commercial off-the-shelf computer games in formal education. Bristol: Futurelab. Retrieved from https://www.nfer.ac.uk/publications/FUTL49/FUTL49.pdf.
  • SEGAN (2018): Serious Games Network. Retrieved from http://seriousgamesnet.eu.
  • Sisler, Vit (2009): Palestine in Pixels: The Holy Land, Arab-Israeli Conflict, and Reality Construction in Video Games. Middle East Journal of Culture and Communication, 2(2), S. 275–292.
  • Sørensen, Brigitte H. / Meyer, Bente (2007): Serious games in language learning and teaching-A theoretical perspective. Retrieved from http://www.digra.org/wp-content/uploads/digital-library/07312. 23426.pdf.
  • Squire, Kurt (2004): Replaying History: Learning World History Through Playing Civilization III. (Nicht veröffentlichte Dissertation), Indiana University, USA.
  • Sylvén, Lis K. / Sundqvist, Pia / (2012): Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302-321. doi: 10.1017/S095834401200016X
  • Thomé, Doroteha (1998): Kriterien zur Bewertung von Lernsoftware. Heidelberg: Hüthig.
  • Tomlinson, Brian (Ed.). (1998): Materials development in language teaching. Cambridge: Cambridge University Press.
  • Tomlinson Brian (2016): The Importance of Materials Development for Language Learning. In M. Azarnoosh, M. Zeraatpishe, A. Faravani, H.R. Kargozari. (Eds.) Issues in Materials Development. Critical New Literacies: The Praxis of English Language Teaching and Learning (PELT) (pp. 1-9). SensePublishers, Rotterdam. doi: 10.1007/978-94-6300-432-9_1
  • Tramonti, Michela / Lavalle, Arturo (2014): SiLang Project – Situated Learning and “Serious Games” towards an Effective Multicultural Communication. Proceedings of International Conference - The future of education (4th Ed.), Florence, Italien.
  • Trim, John / North, Brian / Coste, Daniel / Sheils, Joseph (2001): Gemeinsamer europäischer Referenzrahmen für Sprachen: lernen, lehren, beurteilen; [Niveau A1, A2, B1, B2, C1, C2]. Berlin, München&Linz: Langenscheidt.
  • Tschirner, Erwin (1999): Kommunikation und Spracherwerb per Computernetz. Fremdsprache Deutsch, 21, 54-58.
  • Turkle, Sherry (2005): Computer games as evocative objects: From projective screens to relational artifacts. In J. Raessens, & J. Goldstein (Eds.), Handbook of Computer Game Studies (pp. 268-279). Cambridge et al.: MIT. Retrieved from http://web.mit.edu/sturkle/www/pdfsforstwebpage/ ST_Computer%20Games%20as%20Evoc%20Obj.pdf.
  • Wagner, Michael / Mitgutsch, Konstantin (2009): Endbericht des projekts didaktische szenarien des digital game based learning. Donau-University. Retrieved from http://www.donau-uni.ac.at/imperia/md/content/department/imb/acgs/endbericht_dsdgbl.pdf.
  • Warschauer, Mark (1996): Computer-assisted language learning: An introduction. In S. Fotos (Ed.), Multimedia language teaching (pp. 3-20). Tokyo: Logos International. Abrufen von https://slllc.ucalgary.ca/Brian/BibWarschauer.html.
  • Yılmaz-İnce, Ebru / Demirbilek, Muhammet (2013): Secondary and high school teachers’ perceptions regarding computer games with educational features in Turkey. Anthropologist, 16(1-2), 89-96. Retrieved from http://krepublishers.com/02-Journals/T-Anth/Anth-16-0-000-13-Web/Anth-16-1-2-000-2013-Abst-PDF/TANTH-SV-10-089-13-09/T-ANTH-SV-10-089-13-09-Tx[9].pmd.pdf.
  • Zhang, Hui Ms. (2018): A Literature Review and Meta-analysis of Digital Games and Second Language Learning. Major Papers. 33. Retrieved from https://scholar.uwindsor.ca/major-papers/33.
Year 2018, Volume: 6 Issue: 2, 119 - 136, 31.12.2018

Abstract

References

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  • Gerber, Hannah R. / Price, Debra P. (2013): Fighting baddies and collecting bananas: Teachers’ perceptions of games-based literacy learning. Educational Media International, 50(1), 51-62. doi: 10.1080/09523987.2013.777182.
  • Goethe Institut (2009): Lernabenteuer Deutsch - Das Geheimnis Der Himmelsscheibe. Retrieved from https://www.goethe.de/de/spr/ueb/him.html.
  • Goethe Institut (2013): Lernabenteuer Deutsch – Ein Rätselhafter Aufrtag. Retrieved from https://www.goethe.de/de/spr/ueb/mis.html.
  • Guerrero, Héctor A. (2011): Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education. Colombian Applied Linguistics Journal, 13(1), 54-70. Retrieved from http://revistas.udistrital.edu.co/ojs/index.php/calj/article/view/2931/4283.
  • Haas, John (2014): A History of the Unity Game Engine - An Interactive Qualifying Project. Submitted to the Faculty of Worcester Polytechnic Institute in partial fulfillment of the requirements for graduation. Retrieved from https://web.wpi.edu/Pubs/E-project/Available/E-project-030614-143124/unrestricted/Haas_IQP_Final.pdf.
  • Hung, Hsiu-Ting / Chang, Jo-Ling / Yeh, Hui-Chin (2016): A Review of Trends in Digital Game-Based Language Learning Research. IEEE 16th International Conference on Advanced Learning Technologies (ICALT) (pp. 508-512), Austin, TX. doi: 10.1109/ICALT.2016.9
  • Irawan, Ade G. / Padmadewi, Ninyoman / Artini, Luh P. (2018): Instructional materials development through 4D model. SHS Web of Conferences 42, Global Conference on Teaching, Assessment, and Learning in Education (GC-TALE 2017). doi: 10.1051/shsconf/20184200086
  • Jantke, Klaus P. / Hume, Tim (2015): Effective Learning through Meaning Construction in Digital Role Playing Games. Retrieved from www.theminnits.com/wpcontent/uploads/2014/12/ICCE-2015__JH__final__red_Size.pdf.
  • Johnson, Lewis W. / Valente, Andre (2009): Tactical Language and Culture Training Systems: Using AI to Teach Foreign Languages and Cultures. AI Magazine, 30(2), S. 72-83. doi: doi.org/10.1609/aimag.v30i2.2240.
  • Johnson, Lewis W. / Marsella, Stacy / Mote, Nicolaus / Viljhálmsson, Hannes / Narayanan, Shrikanth / Choi, Sunhee (2004): Tactical Language Training System: Supporting the Rapid Acquisition of Foreign Language and Cultural Skills. Retrieved from https://sail.usc.edu/publications/files/Johnson InSTIL2004.pdf.
  • Klopfer, Eric / Squire, Kurt (2005): Environmental Detectives--The Development of an Augmented Reality Platform for Environmental Simulations. Educational Technology Research and Development, 56(2), p203-228. doi: 10.1007/s11423-007-9037-6
  • Lacasa, Pilar / Méndez, Laura / Martínez, Rut (2008): Bringing commercial games into the classroom. Computers and Composition, 25, 341-358. doi: 10.1016/j.compcom.2008.04.009
  • Larsen, Lasse J. (2012): A New Design Approach to Game-Based Learning. Journal of Interactive Learning Research, 23(4), 313-323. Retrieved from https://www.learntechlib.org/p/39296.
  • Laurier, Eeric / Reeves, Stuart (2014): Cameras in video games: comparing play in CounterStrike and the Doctor Who Adventures. Retrieved from https://ericlaurier.co.uk/resources/Writings/Laurier-2012-Cameras-in-video-games-comparing-play-in-Counter--Strike-and-the-Doctor-Who-Adventures.pdf.
  • Maley, Alan (2016): Principles and Procedures in Materials Development. In M. Azarnoosh, M. Zeraatpishe, A. Faravani, H.R. Kargozari (Eds.), Issues in Materials Development. Critical New Literacies: The Praxis of English Language Teaching and Learning (PELT) (pp. 11-29). SensePublishers, Rotterdam. doi: 10.1007/978-94-6300-432-9_2
  • Meyer, Bente (2013): Game-based language learning for pre-school children: a design perspective. Electronic Journal of e-Learning, 11(1), S. 39-48.
  • Mitzlaff, Hartmut (1997): Lernen mit Mausklick Computer in der Grundschule. Frankfurt (M): Moritz Diesterweg.
  • Neville, David O. (2015). The story in the mind: The effect of 3D gameplay on the structuring of written L2 narratives. ReCALL, 27, 21-37. doi: 10.1017/S0958344014000160
  • Peirce, Neil & Wade, Vincent (2011): Personalised Learning for Casual Games: The'Language Trap'Online Language Learning Game. 4th European Conference on Games Based Learning 2010, ECGBL 2010.
  • Prensky, Marc (2001): Digital natives, digital immigrants Part 1. On the Horizon, 9(5), 1-6. doi: 10.1108/10748120110424816
  • Roche, Jörg (2000): Lerntechnologie und Spracherwerb, Grundrisse einer medien-ädaquaten, interkulturellen Sprachdidaktik. Deutsch als Fremdsprache, 37(3), 136-143.
  • Rüschoff, Bernd / Wolff, Dieter / Ross Ernst (1999): Fremdsprachenlernen in der Wissensgesellschaft, Zum Einsatz der neuen Technologien in Schule und Unterricht. Ismaning: Max Hueber.
  • Sandford, Richard / Ulicsak, Mary / Facer, Keri / Rudd, Tim (2006): Teaching with games-Using commercial off-the-shelf computer games in formal education. Bristol: Futurelab. Retrieved from https://www.nfer.ac.uk/publications/FUTL49/FUTL49.pdf.
  • SEGAN (2018): Serious Games Network. Retrieved from http://seriousgamesnet.eu.
  • Sisler, Vit (2009): Palestine in Pixels: The Holy Land, Arab-Israeli Conflict, and Reality Construction in Video Games. Middle East Journal of Culture and Communication, 2(2), S. 275–292.
  • Sørensen, Brigitte H. / Meyer, Bente (2007): Serious games in language learning and teaching-A theoretical perspective. Retrieved from http://www.digra.org/wp-content/uploads/digital-library/07312. 23426.pdf.
  • Squire, Kurt (2004): Replaying History: Learning World History Through Playing Civilization III. (Nicht veröffentlichte Dissertation), Indiana University, USA.
  • Sylvén, Lis K. / Sundqvist, Pia / (2012): Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302-321. doi: 10.1017/S095834401200016X
  • Thomé, Doroteha (1998): Kriterien zur Bewertung von Lernsoftware. Heidelberg: Hüthig.
  • Tomlinson, Brian (Ed.). (1998): Materials development in language teaching. Cambridge: Cambridge University Press.
  • Tomlinson Brian (2016): The Importance of Materials Development for Language Learning. In M. Azarnoosh, M. Zeraatpishe, A. Faravani, H.R. Kargozari. (Eds.) Issues in Materials Development. Critical New Literacies: The Praxis of English Language Teaching and Learning (PELT) (pp. 1-9). SensePublishers, Rotterdam. doi: 10.1007/978-94-6300-432-9_1
  • Tramonti, Michela / Lavalle, Arturo (2014): SiLang Project – Situated Learning and “Serious Games” towards an Effective Multicultural Communication. Proceedings of International Conference - The future of education (4th Ed.), Florence, Italien.
  • Trim, John / North, Brian / Coste, Daniel / Sheils, Joseph (2001): Gemeinsamer europäischer Referenzrahmen für Sprachen: lernen, lehren, beurteilen; [Niveau A1, A2, B1, B2, C1, C2]. Berlin, München&Linz: Langenscheidt.
  • Tschirner, Erwin (1999): Kommunikation und Spracherwerb per Computernetz. Fremdsprache Deutsch, 21, 54-58.
  • Turkle, Sherry (2005): Computer games as evocative objects: From projective screens to relational artifacts. In J. Raessens, & J. Goldstein (Eds.), Handbook of Computer Game Studies (pp. 268-279). Cambridge et al.: MIT. Retrieved from http://web.mit.edu/sturkle/www/pdfsforstwebpage/ ST_Computer%20Games%20as%20Evoc%20Obj.pdf.
  • Wagner, Michael / Mitgutsch, Konstantin (2009): Endbericht des projekts didaktische szenarien des digital game based learning. Donau-University. Retrieved from http://www.donau-uni.ac.at/imperia/md/content/department/imb/acgs/endbericht_dsdgbl.pdf.
  • Warschauer, Mark (1996): Computer-assisted language learning: An introduction. In S. Fotos (Ed.), Multimedia language teaching (pp. 3-20). Tokyo: Logos International. Abrufen von https://slllc.ucalgary.ca/Brian/BibWarschauer.html.
  • Yılmaz-İnce, Ebru / Demirbilek, Muhammet (2013): Secondary and high school teachers’ perceptions regarding computer games with educational features in Turkey. Anthropologist, 16(1-2), 89-96. Retrieved from http://krepublishers.com/02-Journals/T-Anth/Anth-16-0-000-13-Web/Anth-16-1-2-000-2013-Abst-PDF/TANTH-SV-10-089-13-09/T-ANTH-SV-10-089-13-09-Tx[9].pmd.pdf.
  • Zhang, Hui Ms. (2018): A Literature Review and Meta-analysis of Digital Games and Second Language Learning. Major Papers. 33. Retrieved from https://scholar.uwindsor.ca/major-papers/33.
There are 63 citations in total.

Details

Primary Language German
Journal Section Articles
Authors

Yunus Alyaz 0000-0002-9121-042X

Dorothea Spaniel-weise This is me 0000-0002-6429-0145

Theres Werner This is me 0000-0001-9246-8812

Publication Date December 31, 2018
Submission Date November 22, 2018
Published in Issue Year 2018 Volume: 6 Issue: 2

Cite

APA Alyaz, Y., Spaniel-weise, D., & Werner, T. (2018). Entwicklungsprozess des digitalen Lehr- und Lernspiels ‚Berlin 3D entdecken!‘. Diyalog Interkulturelle Zeitschrift Für Germanistik, 6(2), 119-136.

www.gerder.org.tr/diyalog