Research Article
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Year 2017, Volume: 4 Issue: 2, 78 - 82, 01.12.2017

Abstract

References

  • Adams, E. (2007). Teachers, computers, games, and designers. International Expert Seminar on Video Games andLearning. http://www.oecd.org/edu/ceri/39414871.pdf
  • Ang, C. S. & Zaphiris, P. (2008). Computer games and language learning. In T. T. Kidd & H. Song (Eds.), Handbook of Research On Instructional Systems & Technology (pp. 449-462). Hershey, PA: IGI Global.
  • Beatty, K. (2003). Teaching and researching computer-assisted language learning. London: Pearson Education Limited.
  • Campos, M. S. F., Oliveira K. S. & Brawerman-Albini, A. (2013). The use of video games in the teaching-learning process of English as a foreign language. International Conference on Interactive Computer aided Blended Learning. 218-223.
  • Eskelinen, S. (2012). Applying video games in language learning and teaching. The learner perspective: a case study. (Unpublished Master thesis, University of Jyväskylä, Department of Languages).
  • François, S. J. (2011). A comparison of computer game and language-learning task design using flow theory CALL-EJ, 12(1), 11-25.
  • Stanley, G. & Mawer, K. (2008). Language learners & computer games: From space invaders to second life. TESL-EJ, 11(44).
  • Martinson, B. & Chu, S. (2008). Impact of learning style on achievement when using course content delivered via a game-based learning object. In R. E. Ferdig (Eds.) Handbook of Research on Effective Electronic Gaming in Education. (pp. 478-488). Pennsylvania: IGI Global.
  • Meyer, B. (2013). Game-Based language learning for pre-school children: A design perspective. The Electronic Journal of e-Learning. 11(1), 39-48, available online at www.ejel.org
  • Peterson, M. (2011). Digital gaming and second language development: Japanese learners interactions in a MMORPG. Digital Culture & Education, 3(1), 56-73. Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill, cop.
  • Ranalli, J. (2008). Learning English with The Sims: exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning. 21(5) 441–455.
  • Reinhardt, J. & Sykes, J. (2012). Conceptualizing digital game-mediated L2 learning and pedagogy: Game-enhanced and game-based research and practice. In H. Reinders (Eds.). Digital games in language learning and teaching (pp. 32–49). New York, NY: Palgrave Macmillan.
  • Sorensen, B. H. & Meyer, B. (2007). Serious Games in language learning and teaching – a theoretical perspective. Proceedings of DiGRA 2007 Conference Digital Games Research Association (DiGRA). 559-566.
  • Zheng, D. (2009). Teachers as coaches: A teacher’s perceptions and actions in a game-based virtual learning. Second Language Studies, 27(2), 123-143.

A Review On Educational Computer Games In Efl Classrooms

Year 2017, Volume: 4 Issue: 2, 78 - 82, 01.12.2017

Abstract

A wealth of research reported that educational
computer games have recently drawn the attention of educators and researchers as
they provide effective learning environment in which to motivate students,
thanks to their attractive features and entertaining aspect. The game is a
well-known concept, which refers the individual to experience simulated real
life situations competitively. Educational game is defined as a type of
software that permits the students to learn course topics or to develop
problem-solving abilities by using game format. In other words, games may be
effective tools for promoting learning and facilitating to comprehend complex
subject matter. It is widely believed that integration of educational computer
games into modern educational system would help to resolve current learning
difficulties. A plethora of educational computer games have been developed to
help students become engaged in the language teaching. Educational computer
games have been introduced to language learners and EFL teachers as an
innovative strategy for improving the quality of language instruction. In that
sense, this review study aims to explore the impact of use of educational games
to language learning and teaching process from different aspects. Afterwards,
necessary factors for the employment and implementing of educational games into
flow of regular language course are presented. The characteristics and examples
of well-designed computer games are defined. In addition, the roles of both
teachers are mentioned. Lastly certain major suggestions will be made to raise
the use of educational computer games in EFL classroom settings.

References

  • Adams, E. (2007). Teachers, computers, games, and designers. International Expert Seminar on Video Games andLearning. http://www.oecd.org/edu/ceri/39414871.pdf
  • Ang, C. S. & Zaphiris, P. (2008). Computer games and language learning. In T. T. Kidd & H. Song (Eds.), Handbook of Research On Instructional Systems & Technology (pp. 449-462). Hershey, PA: IGI Global.
  • Beatty, K. (2003). Teaching and researching computer-assisted language learning. London: Pearson Education Limited.
  • Campos, M. S. F., Oliveira K. S. & Brawerman-Albini, A. (2013). The use of video games in the teaching-learning process of English as a foreign language. International Conference on Interactive Computer aided Blended Learning. 218-223.
  • Eskelinen, S. (2012). Applying video games in language learning and teaching. The learner perspective: a case study. (Unpublished Master thesis, University of Jyväskylä, Department of Languages).
  • François, S. J. (2011). A comparison of computer game and language-learning task design using flow theory CALL-EJ, 12(1), 11-25.
  • Stanley, G. & Mawer, K. (2008). Language learners & computer games: From space invaders to second life. TESL-EJ, 11(44).
  • Martinson, B. & Chu, S. (2008). Impact of learning style on achievement when using course content delivered via a game-based learning object. In R. E. Ferdig (Eds.) Handbook of Research on Effective Electronic Gaming in Education. (pp. 478-488). Pennsylvania: IGI Global.
  • Meyer, B. (2013). Game-Based language learning for pre-school children: A design perspective. The Electronic Journal of e-Learning. 11(1), 39-48, available online at www.ejel.org
  • Peterson, M. (2011). Digital gaming and second language development: Japanese learners interactions in a MMORPG. Digital Culture & Education, 3(1), 56-73. Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill, cop.
  • Ranalli, J. (2008). Learning English with The Sims: exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning. 21(5) 441–455.
  • Reinhardt, J. & Sykes, J. (2012). Conceptualizing digital game-mediated L2 learning and pedagogy: Game-enhanced and game-based research and practice. In H. Reinders (Eds.). Digital games in language learning and teaching (pp. 32–49). New York, NY: Palgrave Macmillan.
  • Sorensen, B. H. & Meyer, B. (2007). Serious Games in language learning and teaching – a theoretical perspective. Proceedings of DiGRA 2007 Conference Digital Games Research Association (DiGRA). 559-566.
  • Zheng, D. (2009). Teachers as coaches: A teacher’s perceptions and actions in a game-based virtual learning. Second Language Studies, 27(2), 123-143.
There are 14 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Research Articles
Authors

Dilek Çakıcı This is me

Publication Date December 1, 2017
Acceptance Date November 30, 2016
Published in Issue Year 2017 Volume: 4 Issue: 2

Cite

APA Çakıcı, D. (2017). A Review On Educational Computer Games In Efl Classrooms. Participatory Educational Research, 4(2), 78-82.