Professional Documents
Culture Documents
A-Monograph Rose ANN
A-Monograph Rose ANN
Introduction
encourage learners to engage deeply with course content, take risks, and
2014). With the growing interest in digital games, coupled with rapid
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
years according to the Horizon Reports for K-12 and higher education.
the teachers’ context that would impact the success of facilitating learning
with games (Shah & Foster, 2015). It will also identify and discuss some
Research one expounds the use of games for language learning and
the it’s challenges and opportunities. This study was designed to advance
pedagogical shift that most games illustrate from models of learning based
interaction. This study will benefit EFL practitioners which includes the
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
Research two explains and highlight that games are effective tools
that would impact the success of facilitating learning with games (Shah &
Foster, 2015). The study concludes with recommendations for EFL and
ESL researchers and educators who are interested in examining and using
system. Other requirements are that the game should be engaging and
create its own internal value. This applies in particular when it is a question
difference or change in relation to what has been learned in the past (Illeris
2006). Ian Bogost (2007) has described the use of games for documenting
humans’ capacity for empathy, and as spaces for artistic and political
engagement.
(Chik, 2014). One of the aspects of knowledge gained from video games is
games to language teaching and learning started from the focus on drills,
that provides rich and varied language input and often combines visual
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
The first research was entitled Digital games for language learning:
Steven L. Thorne and Piet Desmetin 2012. This study highlights different
emphasizes figured social worlds and immersive storylines while the latter
focus on discrete and bounded scenarios and tasks (Tobias & Fletcher,
from ‘‘authentic communicative activities, which relate to the real world and
This study takes a thematic approach and categorizes games on the basis
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of types of play that are possible. These includes the actions a player
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
needs to carry out, and the attendant opportunities for language learning
based dynamics used for the delivery of content, and game-like reward or
and development.
Table 1
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
This will certainly help to designed video games that will educate
reduction in the cost of ‘failure’ and reciprocally, support for risk taking and
intrinsic pleasure inherent in play. This only shows that the kind of
outcomes and goals that learner’s value are highly individual and it
better understanding of the gaming world and how it will focus on second
language acquisition. This only shows and identified that this pedagogy
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
Table 2
though we note that this trend would benefit from being contextualized
against the total number of publications for each time period. Second, we
studies suggests that there may be fertile ground for the advancement of
encouraged with the planning and organization of this special issue, the
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
and the pedagogical shift that most games illustrate from models of
The study of Alawi A. Al- jifri &Tariq Elyas ( 2017) which is entitled
Case of Saudi Youths intends to explore the impact video games have on
the ways and methods they adopt in acquiring the language through video
games.
common misconception among people is that video games are made for
to the constant exposure to video games, what ways and methods did they
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
naturally or systematically.
2) What ways and methods did these Saudi individuals, as video gamers,
Results and Discussions (Alawi A. Al- jifri & Tariq Elyas 2017)
interpret the collected information, results were segmented into three main
governed.
a. It was found that respondent 1,2 and agree that “killing time” was
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
that end is the “euphoric” feel a player savors after completing the
Table 3
This is the core of Krashen’s theory and after which his theory was
state. Krashen used the i+1 symbol to explain the learner’s current input “i”
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, and the new one “+1”. The more the learner’s input of the second tongue
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
expands, the greater the number is, i.e. moving from +1 to +2 to +3 and
linguistic data is provided, the learner will naturally acquire the necessary
b. The greater the game’s quality is, the greater the player’s
involvement in the game would be, and if the game’s quality is great
enough, it will prompt the gamer to play it again. Then the recurrence of
input will take place, and finally, the game related complementariness such
game’s language and enables the gamer to learn how to “ troll at forums.
how to reach the next level, giving the gamer a good chance of exposing
from fully utilizing the comprehensible input they receive for language
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acquisition”
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
c. the gamers are playing the game out of their own free “will”
without any kind of anxiety or lack of self- confidence taking place. It was
understood that the “affective filter” is at its lowest while the players are
involved with their game, and the process of the gamers’ acquisition of
ESL researchers and educators who are interested in examining and using
The language learning and games have been viewed as tools for
socialization.
version of the classic Monopoly game was chosen for this purpose.
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
economy and business. The main goal of the game is to purchase property
(2011) support this view by indicating that Monopoly allows for simple
(ICCE). This shows that through Monopoly game play, the teacher can
Armenia. For all the participants, English was a foreign language, and their
and informal interviews with the participants after class, all the students
enjoyed playing the game. The teacher reported that the students were
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and reflection.
Conclusion
meaningful inquiry, active discussion and reflection within and beyond the
and the pedagogical shift that most games illustrate based on information
However, there are certain limitations such as the fact that high interactivity
may hinder the vocabulary acquisition and learning, not all games are
games among language teachers and institutions may hinders their proper
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
use that why further studies and modification is still needed to meet the
References:
Alawi A. Al- jifri & Tariq Elyas (2017). The Impact of Video Games in the
https://link.springer.com/article/10.1007/s10639-015-9431-3
S0958344012000134
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City
Holden, C., & Sykes, J. (2011). Leveraging mobile games for place-based
1(2), 1–18.
Shanklin, S. B., & Ehlen, C. R. (2011). Using the Monopoly Board Game
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