Research Article

Gamifying Fairytales through Digital Storytelling: A Novel Interactive Linguistic Educational Landscape for Second Language Learners

Number: 58 May 2, 2023
Maha Alawdat , Eda Başak Hancı-azizoğlu *
EN TR

Gamifying Fairytales through Digital Storytelling: A Novel Interactive Linguistic Educational Landscape for Second Language Learners

Abstract

Today’s generation of digital natives was born into a world of digital stimulation in which knowledge transfer is within their reach in seconds. The evidence is solid in the fact that today’s children are digitally coded and prefer digital learning to traditional or rote learning practices. From the same perspective, there has been a curricula gap between generations when the subject matter is learning an additional language through both digital and effective language teaching techniques. Digital gaming, which is highly popular among the new generation of students, can offer a descriptive and creative language teaching method through writing stories. Within the context of this research study, a new linguistic landscape through digital storytelling is offered by asking students to rewrite or modify culturally known fairytales. Thus, this research study proposes and exemplifies a novel language teaching method for digital and creative language practices through gaming and storytelling via applied linguistics principles.

Keywords

digital games, digital storytelling, digital natives, digital immigrants, fairytales

References

  1. Alawdat, M. (2022). Multilingual writing in digital world: The necessity for reshaping teaching. In M. Khosrow- Pour (Ed.), Research Anthology on Bilingual and Multilingual Education (pp. 969-986). IGI Global.
  2. Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79.
  3. Carlquist, J. (2003). Playing the story: Computer games as a narrative genre. Human IT: Journal for Information Technology Studies as a Human Science, 6(3).
  4. Chen Hsieh, J. (2021). Digital Storytelling Outcomes and Emotional Experience among Middle School EFL Learners: Robot‐Assisted versus PowerPoint‐Assisted Mode. TESOL Quarterly, 55(3), 994-1010.
  5. Chik, A. (2013). Naturalistic CALL and digital gaming. TESOL Quarterly, 47(4), 834-839.
  6. Christians, G. (2018). The origins and future of gamification. [Master’s thesis, University of South Carolina]. Senior Theses. https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=1255&context=senior_theses
  7. Chung, S. (2021, October 3). Game-based writing. Technologist: Test and experiment. http://teachingbycreating.com/portfolio/game-based-writing/
  8. Deyan, G. (2021, October 3). 45+ out of this world video games industry statistics in 2021. Techjury. https://techjury.net/blog/vifro-games-industry-statistics/#gref
  9. Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of educational technology & society, 18(3), 75-88.
  10. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1), 20-20.
APA
Alawdat, M., & Hancı-azizoğlu, E. B. (2023). Gamifying Fairytales through Digital Storytelling: A Novel Interactive Linguistic Educational Landscape for Second Language Learners. Pamukkale Üniversitesi Eğitim Fakültesi Dergisi, 58, 297-321. https://doi.org/10.9779/pauefd.1160880
AMA
1.Alawdat M, Hancı-azizoğlu EB. Gamifying Fairytales through Digital Storytelling: A Novel Interactive Linguistic Educational Landscape for Second Language Learners. PUJE. 2023;(58):297-321. doi:10.9779/pauefd.1160880
Chicago
Alawdat, Maha, and Eda Başak Hancı-azizoğlu. 2023. “Gamifying Fairytales through Digital Storytelling: A Novel Interactive Linguistic Educational Landscape for Second Language Learners”. Pamukkale Üniversitesi Eğitim Fakültesi Dergisi, nos. 58: 297-321. https://doi.org/10.9779/pauefd.1160880.
EndNote
Alawdat M, Hancı-azizoğlu EB (May 1, 2023) Gamifying Fairytales through Digital Storytelling: A Novel Interactive Linguistic Educational Landscape for Second Language Learners. Pamukkale Üniversitesi Eğitim Fakültesi Dergisi 58 297–321.
IEEE
[1]M. Alawdat and E. B. Hancı-azizoğlu, “Gamifying Fairytales through Digital Storytelling: A Novel Interactive Linguistic Educational Landscape for Second Language Learners”, PUJE, no. 58, pp. 297–321, May 2023, doi: 10.9779/pauefd.1160880.
ISNAD
Alawdat, Maha - Hancı-azizoğlu, Eda Başak. “Gamifying Fairytales through Digital Storytelling: A Novel Interactive Linguistic Educational Landscape for Second Language Learners”. Pamukkale Üniversitesi Eğitim Fakültesi Dergisi. 58 (May 1, 2023): 297-321. https://doi.org/10.9779/pauefd.1160880.
JAMA
1.Alawdat M, Hancı-azizoğlu EB. Gamifying Fairytales through Digital Storytelling: A Novel Interactive Linguistic Educational Landscape for Second Language Learners. PUJE. 2023;:297–321.
MLA
Alawdat, Maha, and Eda Başak Hancı-azizoğlu. “Gamifying Fairytales through Digital Storytelling: A Novel Interactive Linguistic Educational Landscape for Second Language Learners”. Pamukkale Üniversitesi Eğitim Fakültesi Dergisi, no. 58, May 2023, pp. 297-21, doi:10.9779/pauefd.1160880.
Vancouver
1.Maha Alawdat, Eda Başak Hancı-azizoğlu. Gamifying Fairytales through Digital Storytelling: A Novel Interactive Linguistic Educational Landscape for Second Language Learners. PUJE. 2023 May 1;(58):297-321. doi:10.9779/pauefd.1160880