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2013 | 8 | 57--65
Tytuł artykułu

CALL in the Form of Simulation Games : Teaching English Vocabulary and Pronunciation Through Sims

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Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
When discussing the current state of art with regard to the use of new technologies in foreign and second language learning one thing is blinking sharply: Simulation Games. Simulator games have prepared a great pedagogical context for young sailors and mariners. The importance of creating pedegugical context for sailors and mariners to learn English as a second or foreign language is the essence of this study. Simulation games show potential not just for engaging and entertaining users, but also in promoting language learning. In this research we survey the effect of simulation Games on sailor and mariners‟ English vocabulary and pronunciation learning of Khoramshahr Navy University. The results clearly showed that these kinds of games have a significant impact of learners, especially when they learn English as ESP like the sailors and mariners. (original abstract)
Rocznik
Tom
8
Strony
57--65
Opis fizyczny
Twórcy
  • Islamic Azad University, Ghorveh, Iran
  • Islamic Azad University, Ghorveh, Iran
  • Islamic Azad University, Ghorveh, Iran, student
Bibliografia
  • [1] Agudo J. E., Sanchez H., Rico M. (2010). Playing games on the screen: adapting mouse interaction at early ages.
  • [2] Ahearn Nate. "Game Dev Story iPhone Review". IGN. Retrieved October 18, 2010.
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  • [4] Cordova D. I., Lepper M. R. (1996). Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. Journal of Educational Psychology, 88, 715-730.
  • [5] Danny Saunders, Jacqui Severn. (1999). "Simulation and Games for Strategy and Policy Planning", p. 20.
  • [6] deHaan J. (2011). Teaching and learning English through digital game projects. Digital Culture & Education, 3(1), 46-55.
  • [7] deHaan J., Reed W. M., Kuwada K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning & Technology, 14(2), 74-94.
  • [8] Demirbilek M., Yilmaz E., Tamer S. (2010). Second language instructors' perspectives about the use of educational games. Procedia Social and Behavioral Sciences, 9, 717-721.
  • [9] Donmus V. (2010). The use of social networks in educational computer-game based foreign language learning. Procedia Social and Behavioral Sciences, 9, 1497-1503.
  • [10] Institute for Simulation & Training, 3100 Technology Pkwy, Orlando, FL 32826 407-882-1300; www.IST.com
  • [11] Ken Jones. (1995). "Simulations: A Handbook for Teachers and Trainers", ISBN 0-7494-1666-1, p. 21.
  • [12] Kirriemuir J. (2002). Video Games and Gaming Consoles. The relevance of video games and gaming consoles to the Higher and Further Education learning experience. Available http://www.jisc.ac.uk/index.cfm?name=techwatch_report_0201
  • [13] Kirriemuir J., McFarlane A. (2004). Literature review in games and learning. Futurelab, Online. http://www.futurelab.org.uk/research/lit_reviews.htm.
  • [14] Seay J. (1997). An Educator's Encounter. Education and Simulation/Gaming and Computers. Available: http://www.cofc.edu/~seay/cb/simgames.html
  • [15] Verdugo D. R., Belmonte I. A. (2007). Using digital stories to improve listening comprehension with Spanish young learners of English. Language Learning & Technology, 11(1), 87-101.
  • [16] Wang Y. H. (2010). Using communicative language games in teaching and learning English in Taiwanese primary schools. Journal of Engineering Technology and Education, 7(1), 126-142.
  • [17] Yip, F. W. M., Kwan, A. C. M. (2006). Online vocabulary games as a tool for teaching and learning English vocabulary. Educational Media International, 43(3), 233-249.
  • [18] Zeynep Tanes, Zeynep Cemalcilar (20 November 2009). "Learning from SimCity: An empirical study of Turkish adolescents".
Typ dokumentu
Bibliografia
Identyfikatory
Identyfikator YADDA
bwmeta1.element.ekon-element-000171301615

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