Innovation in Language Learning

Edition 17

Accepted Abstracts

Advancement of Language Teaching In the Age of Digital Games

Hardeepsinh Ranjitsinh Gohil, Gujarat Com. College (India)


As far as the advancement of digital awareness is spreading the reach of digital games is expanding its horizons as well. In another sense it helps in increasing students’ contribution in the process of language learning. At the same time one has to face certain challenges while introducing gaming technologies in the new learning contexts few questions arise such as how it can be used to captivate learners? How it can be used to encourage and enhance the frontiers of learning? What are the main strengths of games for learning? Etc. The present paper will try to answer all such questions by exploring how digital gaming have been associated with motivation, engagement of students, acceleration in learning, targeting of specific groups and most specifically targeting of otherwise very-difficult-to reach social groups. Certain plausible and probable reasons behind serious and educational games such as The Sims (For English as Second Language ESL), Second Life and Active World (provides participation in virtual reality environment), games such as Dafur is Dying and Aiyiti: The Cost of Life helps students to stay informed about the contemporary issues, whereas games like Setting: Not Just Time and Place, Lord Of The Flies, Surviving Charles Dickens’ London, In Search of Shakespeare: The Playwright Game and Who Killed the Very Reverend Toby Spoon? Illuminates students about classical works of literature. To bring back the era of the Renaissance alive from economic, religious and social point of view games such as, Renaissance Florence: The Time Machine Adventure caters significant information about the artist and advancements of the period. The proper study of their impact can be of immense help to expand the horizon of language teaching along with the active participation of the students in the process of edification. It becomes necessary for a teacher here that he should share information about the media literacy amongst the students. Here games like Ad Decoder: Decipher The Media plays important role in making student aware about the fundamental difference between real and ideal images. Similarly, it becomes necessary to spread awareness regarding ethics and values of the internet amongst the students. Games like Cybersence and Nonsense and Allies and Aliens is must to guides students to examine the values and the impact of one’s activities on the others.

Keywords: Digital Awareness, Gaming Technology, Target Group, ESL, Active Participation.

[1] Beavis, Catherine. “Games as Text, Games as Action: VIDEO GAMES IN THE ENGLISH CLASSROOM.” Journal of Adolescent & Adult Literacy, vol. 57, no. 6, 2014, pp. 433–439.
[2] Botturi, L. and Loh, C.S. (2009). Once upon a game: rediscovering the roots of games in education. In C. T. Miller, ed. Games Purpose and Potential in Education. New York: Springer.
[3] Devlin-Scherer, Roberta, and Nancy B. Sardone. “Digital Simulation Games for Social Studies Classrooms.” The Clearing House, vol. 83, no. 4, 2010, pp. 138–144.
[4] Huaxin Wei, Jim Bizzocchi, and Tom Calvert, Time and Space in Digital Game Storytelling, International Journal of Computer Games Technology, Vol. 2010, Article ID 897217, 2010, pp. 2-23.
[5] Jones, Steven E. “Dickens on ‘Lost’: Text, Paratext, Fan-Based Media.” The Wordsworth Circle, vol. 38, no. 1/2, 2007, pp. 71–77.
[6] Kozbelt, Aaron. “Psychological Implications of the History of Realistic Depiction: Ancient Greece, Renaissance Italy and CGI.” Leonardo, vol. 39, no. 2, 2006, pp. 139–144.
[7] Li, Ming-Chaun, and Chin-Chung Tsai. “Game-Based Learning in Science Education: A Review of Relevant Research.” Journal of Science Education and Technology, vol. 22, no. 6, 2013, pp. 877–898.
[8] Nair, Pradeep. “The Indian Child: Growing Young, Urbane and Liberal with Digital Games.” Indian Anthropologist, vol. 46, no. 1, 2016, pp. 79–92.
[9] Richard, Gabriela T. “Video Games, Gender, Diversity, and Learning as Cultural Practice: Implications for Equitable Learning and Computing Participation Through Games.” Educational Technology, vol. 57, no. 2, 2017, pp. 36–43.
[10] Romiszowski, Alexander J. “Is Second Life Serious?” Educational Technology, vol. 48, no. 5, 2008, pp. 59–61.
[11] Rusman, Ellen, et al. “Early Second Language Learning and Adult Involvement in a Real-World Context: Design and Evaluation of the ‘ELENA Goes Shopping’ Mobile Game.” Journal of Educational Technology & Society, vol. 21, no. 3, 2018, pp. 90–103.
[12] Scholes, Robert, and Clifford Wulfman. “Humanities Computing and Digital Humanities.” South Atlantic Review, vol. 73, no. 4, 2008, pp. 50–66
[13] Squillari, Evelyn. "Nonfiction -- Board and Card Games (Games Children Play Series) by Ruth Oakley / Chanting Games (Games Children Play Series) by Ruth Oakley / Games with Papers and Pencils by Ruth Oakley / Games with Sticks, Stones and Shells by Ruth Oakley." School Library Journal, vol. 36, no. 5, 1990, pp. 118.
[14] Svensson, Patrik,.“Introducing the Digital Humanities.” Big Digital Humanities: Imagining a Meeting Place for the Humanities and the Digital, University of Michigan Press, ANN ARBOR, 2016, pp. 1–35.
[15] Tobias, Sigmund, et al. “Digital Games as Educational Technology: Promise and Challenges in the Use of Games to Teach.” Educational Technology, vol. 55, no. 5, 2015, pp. 3–12.
[16] Wainwright, A. Martin. “Teaching Historical Theory through Video Games.” The History Teacher, vol. 47, no. 4, 2014, pp. 579–612.
[17] Whitton, Nicola. “Games for Learning: Creating a Level Playing Field or Stacking the Deck?” International Review of Qualitative Research, vol. 6, no. 3, 2013, pp. 424–439.
[18] Williamson, B. (2009). Computer games, schools and young people. Bristol, UK: Futurelab.
[19] Wu, Chia-Jung, et al. “Using Digital Board Games for Genuine Communication in EFL Classrooms.” Educational Technology Research and Development, vol. 62, no. 2, 2014, pp. 209–226
[20] Yang, Jie Chi, and Benazir Quadir. “Effects of Prior Knowledge on Learning Performance and Anxiety in an English Learning Online Role-Playing Game.” Journal of Educational Technology & Society, vol. 21, no. 3, 2018, pp. 174–185.

Back to the list


Reserved area

Media Partners:

Click BrownWalker Press logo for the International Academic and Industry Conference Event Calendar announcing scientific, academic and industry gatherings, online events, call for papers and journal articles
Pixel - Via Luigi Lanzi 12 - 50134 Firenze (FI) - VAT IT 05118710481
    Copyright © 2024 - All rights reserved

Privacy Policy