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Set Super-Chicken to 3! Student and Teacher Perceptions of Spaceteam ESL
Walcir Cardoso
Jennica Grimshaw
David Waddington
出版
ERIC Clearinghouse
, 2015
URL
http://books.google.com.hk/books?id=tXP7vgEACAAJ&hl=&source=gbs_api
註釋
Digital gaming in education is an area that has been rapidly expanding in popularity and is gradually being applied to second language (L2) contexts (Godwin-Jones, 2014). Mobile gaming in particular offers the benefits of digital gaming while also offering the portability and accessibility of mobile devices (Ogata & Yana, 2003; Stockwell, 2010). This pilot study examines student and teacher perceptions of a mobile team-building game entitled Spaceteam ESL. Although not created as an educational game, Spaceteam ESL allows students to interact in the target L2 (English) while providing a comfortable and enjoyable environment to practice the language. We hypothesize that its regular use may contribute to the development of oral fluency in the target language, as it engages learners in an activity that encourages them to reuse the language that they already know in an automatized (fast) but comprehensible manner. In general, our analyses indicate that users and their instructor perceive Spaceteam ESL positively, as a fun and effective way to practice English. [For full proceedings, see ED564162.].