Digital Game-Based Learning in the English as a Foreign Language (EFL) Classroom
In the last few years, global education has become a key concept within the TEFL domain, suggesting competences, topics, and methods that enable students to become responsible and knowledgeable participants in a globalized world. With the help of a triangulated blended learning study conducted in five different middle school EFL classes, and an additional small group study, the author investigates the potential of digital games that have an educational purpose, so called serious games, for global education when used in EFL scenarios. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.
2. Computer Assisted Learning
Abstract: This chapter briefly captures the historic development of computer assisted learning and one of its sub-branches, computer assisted language learning. As the implementation of new media tools is closely connected to the concept of tasks, the third part of this chapter scrutinizes the link between task-based language learning and computer assisted learning.
Computer assisted language learning (abbreviated as CALL) is a branch of computer assisted learning that employs the computer as a tool in order to enhance language learning processes. However, today’s understanding of computer assisted language learning does not only include the “desktop computer, but also the networks connecting them as well as peripheral devices connected to them” (Hubbard, 2009, p. 1). Clearly, the computer is not only considered contributive to language learning, but to learning in general. The question that needs to be asked is how the computer can contribute to learning and language learning in particular. In order to answer this question, the historical development of computer assisted learning and its learning tenets will be discussed, before focusing on computer assisted language learning and the implications for TEFL.
2.1. Historical Background
The computer with a built-in microprocessor made its broad commercial entrance in the mid-1970s with a model called Apple II built by Apple Computer, Inc., which sold millions of computers for consumers8. Before microcomputers were introduced in schools, their educational use increased in university environments, in particular in the USA. About a decade later, the computer was...
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