Game-like language learning in 3-D virtual environments

A Berns, A Gonzalez-Pardo, D Camacho - Computers & Education, 2013 - Elsevier
This paper presents our recent experiences with the design of game-like applications in 3-D
virtual environments as well as its impact on student motivation and learning. Therefore our …

Content and language integrated learning through an online game in primary school: A case study.

K Dourda, T Bratitsis, E Griva, P Papadopoulou - Electronic Journal of e …, 2014 - ERIC
In this paper an educational design proposal is presented which combines two well
established teaching approaches, that of Game-based Learning (GBL) and Content and …

The reality of virtual worlds: Pros and cons of their application to foreign language teaching

P Garrido-Iñigo, F Rodríguez-Moreno - Interactive Learning …, 2015 - Taylor & Francis
This article presents our experience of testing the OpenSim platform as a tool in teaching
French to 108 tourism students at Universidad Rey Juan Carlos (Madrid, Spain). The article …

The role of affect in intraindividual variability in task performance for young learners

YG Butler - Tesol Quarterly, 2017 - Wiley Online Library
Young learners (defined as children ages 5–12) of English as a foreign language are
growing in number worldwide. At the policy level, foreign language (FL) programs for young …

Gaming and young learners

YG Butler - The Routledge handbook of teaching English to …, 2018 - taylorfrancis.com
Given the recent emphasis on active and autonomous learning, as well as situated learning,
in education, digital games have gained growing attention among educators, including …

Finding the discipline: Assessing student activity in Second Life

S Grant, R Clerehan - Australasian Journal of Educational Technology, 2011 - ajet.org.au
For the second-language learner, the affordances of a virtual world have the potential to
confer benefits conventionally aligned with real world experiences. However, little is known …

Gamifying CLIL: Unlocking the potential of game-based learning

S Lister - Handbook of Research on International Approaches …, 2022 - igi-global.com
This chapter explores the potential of game-based learning (GBL) as a dynamic way to
engage and motivate learners, making learning fun and purposeful, drawing upon relevant …

Not-so-serious games for language learning. Now with 99, 9% more humour on top

I Lombardi - Procedia Computer Science, 2012 - Elsevier
Verbal and figurative humour characterise some of the most memorable commercial video
games. Humour, in general, is also a precious strategy to enhance language learning. What …

Virtual communities of inquiry (VCoI) for learning basic algorithmic structures with Open Simulator and Scratch4OS: A case study from the Secondary education in …

N Pellas, E Peroutseas, I Kazanidis - … of the 6th Balkan Conference in …, 2013 - dl.acm.org
The rapid penetration of" open source" virtual worlds (VWs) on the configuration and
development of three-dimensional (3D) multi-user virtual platforms, in conjunction with …

Combining game based learning with content and language integrated learning approaches: a case study utilizing QR codes and Google Earth in a geography-based …

K Dourda, T Bratitsis, E Griva… - … conference on games …, 2013 - search.proquest.com
In this paper the GBL educational approach is combined with that of Content and Language
Integrated Learning (CLIL) within the context of an educational geography computer game …