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CALL Theory Applications for Online TESOL Education最新文献

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L2 Gamers' Use of Learning and Communication Strategies in Massively Multiplayer Online Games (MMOs) 第二语言玩家在大型多人在线游戏(MMOs)中的学习和交流策略
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-6609-1.CH013
Dan Dixon, M. Christison
The purpose of this chapter is twofold: (1) to review the benefits of digital game-based language learning (DGBLL), specifically massively multiplayer online games (MMOs), and (2) to present research investigating the design elements of MMOs that can be beneficial for second language acquisition (SLA). Data were gathered from volunteer ESL learners playing the MMO Guild Wars 2 over the course of four weeks. The findings from the research indicate that MMOs with design elements like Guild Wars 2 are beneficial to SLA primarily because they provide opportunities for interaction in the target language through participation in collaborative problem-solving gaming tasks. The results of the research presented in this chapter show (1) that the requirements of input and output for successful gaming allow for a type of interaction in which the focus on language form leads to modified-output, (2) that players have opportunities to negotiate input as a means of completing in-game tasks, and (3) that in-game tasks resemble well-designed classroom instructional tasks believed to be beneficial for SLA.
本章的目的有两个:(1)回顾基于数字游戏的语言学习(DGBLL)的好处,特别是大型多人在线游戏(MMOs),以及(2)展示调查mmo设计元素的研究,这些元素可以有利于第二语言习得(SLA)。数据收集自志愿者ESL学习者,他们在四周的时间里玩MMO《激战2》。研究结果表明,带有《激战2》等设计元素的mmo对SLA有利,主要是因为它们通过参与协作解决问题的游戏任务,提供了用目标语言进行互动的机会。本章的研究结果表明:(1)成功游戏的输入和输出要求允许一种互动,在这种互动中,对语言形式的关注导致修改输出;(2)玩家有机会将输入作为完成游戏内任务的一种手段进行协商;(3)游戏内任务类似于精心设计的课堂教学任务,被认为对SLA有益。
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引用次数: 3
Teaching English Grammar in a Hybrid Academic ESL Course 在混合型学术ESL课程中教授英语语法
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-2933-0.CH009
Tülay Dixon, M. Christison
This study investigates whether hybrid instruction can positively affect the development of learners' knowledge of English grammar and editing skills, as well as whether learners have positive perceptions of the hybrid design. The study was conducted in two sections of an English grammar and editing skills class. One section was designed as a hybrid course while the other was a traditional face-to-face (f2f) class. To determine the effectiveness of hybrid instruction, a quasi-experimental design with a pre- and posttest was used. To investigate learner perceptions of the hybrid design, learners were asked to complete a questionnaire and participate in a focus group. The results indicate that after the treatment there were negligible differences between the two groups in terms of their knowledge of English grammar and editing skills. The learners had positive perceptions of the hybrid design and offered some suggestions for improving course effectiveness.
本研究探讨混合式教学是否对学习者的英语语法知识和编辑技能的发展有积极的影响,以及学习者对混合式教学设计是否有积极的看法。这项研究分英语语法和编辑技巧课的两个部分进行。其中一部分被设计为混合课程,而另一部分是传统的面对面(f2f)课程。为了确定混合教学的有效性,采用了一种准实验设计,包括前测和后测。为了调查学习者对混合设计的看法,学习者被要求完成一份问卷并参加一个焦点小组。结果表明,治疗后,两组在英语语法知识和编辑技能方面的差异可以忽略不计。学习者对混合式设计有积极的评价,并提出了提高课程效果的建议。
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引用次数: 1
Gaming the System 钻空子
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-6609-1.CH012
S. Przymus, Alan David Smith
This chapter highlights the potential and practical application of CALL and specifically the use of massively multiplayer online role-playing games (MMORPGs) for the language and identity socialization of transnational students. The authors focus on the educational trajectories of 1) children returnees and 2) international migrants who have lived and attended school in the U.S. and now have been uprooted to Mexico as a result of repatriation and/or deportation. The authors advocate creating blended affinity spaces at schools where youth can meet and play digital role-playing games. Game-ecology literacy development within these spaces is detailed through the sharing of game screen shots, blog posts, and the perspectives of transnational students that support this kind of learning within the EFL environment. The chapter concludes with a “call to action” and steps for educators to create such blended affinity spaces for gaming at schools.
本章强调了CALL的潜力和实际应用,特别是大型多人在线角色扮演游戏(mmorpg)在跨国学生语言和身份社会化方面的应用。作者关注的是1)回国儿童和2)在美国生活和上学的国际移民的教育轨迹,他们现在因遣返和/或驱逐而背井离乡到墨西哥。作者主张在学校创建混合亲和力空间,让青少年可以见面并玩数字角色扮演游戏。通过分享游戏截图、博客文章和跨国学生的观点,在这些空间中详细介绍了游戏生态素养的发展,这些学生支持在英语环境中进行这种学习。这一章以“行动呼吁”和教育工作者为学校游戏创造这种混合亲和力空间的步骤结束。
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引用次数: 0
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CALL Theory Applications for Online TESOL Education
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