MOBA Games in EFL Educational Settings For Intercultural Language Teaching

M. Ghaffour, Hanane Sarnou
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引用次数: 0

Abstract

This paper unveils the relative merits of multiplayer online battle arena (MOBA) games in EFL educational settings for educational purposes, particularly rechecking the influence of League of Legends (LoL) on the EFL learners’ ICC. We have used Byram’s (1997) Model as a framework of assessment for thematic analysis, and both the Cultural Intelligence Scale (CQS), modified by Gozzoli and Gazzaroli (2018) and the Assessment of Intercultural Competence of Chinese College Students (AIC-CCS) by Wu et al. (2013) to ensure a consistent questionnaire. Our participants were 75 Algerian EFL learners (Males=86,7%, Females= 13,3%) from different educational levels, aged 20.08 (SD= 2.99). The results indicate a need to design a more convenient MOBA game as a replace for LoL, as well as adopting a flexible assessment continuous guidance to ensure appropriate ICC instruction.
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跨文化语言教学背景下的MOBA游戏
本文揭示了多人在线竞技游戏(MOBA)在英语教学环境中的相对优点,特别是重新检查了英雄联盟(LoL)对英语学习者ICC的影响。我们使用Byram(1997)模型作为主题分析的评估框架,并使用Gozzoli和Gazzaroli(2018)修订的文化智力量表(CQS)和Wu等人(2013)的中国大学生跨文化能力评估(AIC-CCS)来确保问卷的一致性。我们的研究对象是75名来自不同教育水平的阿尔及利亚英语学习者(男性= 86.7%,女性= 13.3%),年龄为20.08岁(SD= 2.99)。结果表明,需要设计一款更方便的MOBA游戏来替代LoL,并采用灵活的评估连续指导来确保适当的ICC指导。
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来源期刊
CiteScore
0.40
自引率
0.00%
发文量
59
审稿时长
16 weeks
期刊最新文献
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