As a Chinese teacher of English to adult students, my concern is how may digital literacy help second language learning? If as Gee stated, computer games can improve learning, how can today’s learning theories help design content games? Or if they don’t, what principles or theories do? Since learning is a life-long journey, how may game-playing influence their learning or learning model in their whole life? I am more interested in longitudinal studies on game-playing vs. learning, though game-playing-related studies were not carried very long because of the short history of the existence of computer games.
I know not many questions can be answered in this short term, but they would remain interesting and gain my research priority in the future.
Your comments and suggestions will inspire and encourage me to move on!
Your comments and suggestions will inspire and encourage me to move on!
This is a webinar that is going to be hosted tomorrow. It's free and I think it might help a little.
ReplyDeleteWednesday, March 28
4:30 pm EDT
Play Seriously: The MIT Education Arcade
Computer games in class? You bet! Scot Osterweil, Creative Director of the MIT Education Arcade, hosts this webinar on the role of gaming in classroom instruction. Discover how you can use our newest math games – a Lure of the Labyrinth trio - to enhance your lessons and excite students.
RSVP: http://www.eventbrite.com/event/3025456221
Also I found an article that might help you called "A Conceptual Framework for the Integration of Language and Content in Second/Foreign Language Instruction." It's an older article but solid and really cool if you can figure out how to digitize some of these activities.
http://www.library.auckland.ac.nz/eproducts/TQD_2005/VOL_23_2.PDF#page=9
Good Luck!
Laura
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