Serious games for global education: digital game-based learning in the English as a Foreign Language (EFL) classroom
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Abschlussarbeit Buch |
Sprache: | English |
Veröffentlicht: |
Frankfurt am Main
Peter Lang Edition
[2017]
|
Schriftenreihe: | Foreign language pedagogy content- and learner-oriented
volume 35 |
Schlagworte: | |
Online-Zugang: | https://www.peterlang.com/view/product/82273?format=HC Inhaltsverzeichnis Inhaltsverzeichnis |
Beschreibung: | 295 Seiten Illustrationen, Diagramme 21 cm x 14.8 cm |
ISBN: | 9783631734704 3631734700 |
Internformat
MARC
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Datensatz im Suchindex
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adam_text | CONTENT
LIST OF
FIGURES...................................................................................
11
LIST OF
TABLES.....................................................................................
13
LIST OF IMAGES
..................................................................................................
17
LIST OF ABBREVIATIONS
...................................................................................
19
ACKNOWLEDGMENTS...........................................................................
21
1. INTRODUCTION
...............................................................................................
23
1.1. RESEARCH QUESTION AND M ETHODS
......................................................
28
2. COMPUTER ASSISTED LEARNING
............................................................. 33
2.1. HISTORICAL BACKGROUND
.......................................................................
33
2.2. COMPUTER ASSISTED LANGUAGE LEARNING - CALL
.............................
35
2.2.1. TASK-BASED LANGUAGE
LEARNING............................................... 38
3. DIGITAL GAME-BASED LEARNING
............................................................
41
3.1. INTRODUCTORY REM
ARKS........................................................................
41
3.1.1. NATIONAL RESEARCH ON DIGITAL GAMES IN EDUCATION
...............
43
3.1.2. INTERNATIONAL RESEARCH ON DIGITAL GAMES IN EDUCATION
........
45
3.2. GAMES AND
LEARNING...........................................................................
47
3.2.1. INTRODUCTORY
REMARKS............................................................. 47
3.2.2. DIGITAL G AM
ES..........................................................................
49
3.2.3. SERIOUS G AM
ES.........................................................................
50
3.2.4. DIGITAL GAME-BASED LEARNING
................................................
52
3.3. GAME CHARACTERISTICS
.......................................................................
53
3.3.1.
INTERACTIVITY..............................................................................
53
3.3.2. CHALLENGE
.................................................................................
54
3.3.3. NARRATIVE
..................................................................................
55
3.3.4. RULES
........................................................................................
56
3.3.5. FEEDBACK
..................................................................................
56
3.4. DIGITAL GAME-BASED LEARNING AND ITS FACILITATORS
...........................
57
3.4.1. DGBL THROUGH COLLABORATIVE SCAFFOLDING AND DEBRIEFING
....
57
3.4.2. DGBL THROUGH FRAMING
.........................................................
60
3.4.3. DGBL THROUGH IM M ERSION
.....................................................
61
3.4.4. DGBL THROUGH
IDENTIFICATION.................................................. 62
3.5. LEARNING OUTCOMES
............................................................................
63
3.5.1. COGNITIVE, AFFECTIVE, AND PROCEDURAL LEARNING OUTCOMES
....
64
3.6. LEARNING
TRANSFER................................................................................
66
3.6.1. TRANSFER THROUGH IDENTICAL ELEMENTS
......................................
67
3.6.2. TRANSFER OF PRINCIPLES
.............................................................. 67
3.6.3. SUMMARIZING REM
ARKS............................................................ 68
3.7. SERIOUS GAMES IN THE ENGLISH AS A FOREIGN LANGUAGE CLASSROOM ... 68
3.7.1. INTRODUCTORY
REMARKS............................................................. 68
3.7.2. SERIOUS GAMES FOR FOREIGN LANGUAGE LEARNING
.....................
69
3.7.3. SUMMARIZING REM ARKS
............................................................
70
4. GLOBAL EDUCATION
......................................................................................
73
4.1. INTRODUCTORY REM
ARKS........................................................................
73
4.1.1. DEFINING
GLOBALIZATION............................................................
74
4.1.2. THE RECIPROCITY BETWEEN EDUCATION AND SOCIETY
...................
77
4.2. THE DEVELOPMENT OF GLOBAL EDUCATION, INTERNATIONALLY
AND IN GERMANY
..................................................................................
79
4.3. CONTENT AND COMPETENCES OF GLOBAL EDUCATION
.............................
83
4.3.1. C
ONTENT.....................................................................................
83
4.3.2. COMPETENCES
...........................................................................
85
4.3.3. TEACHING FOR PARTICIPATION?
.....................................................
87
4.3.4. GERMAN TEENAGERS CIVIL PARTICIPATION
..................................
89
4.3.5. SUMMARIZING REM
ARKS............................................................ 90
5. GLOBAL EDUCATION IN THE ENGLISH AS A
FOREIGN LANGUAGE CLASSROOM
..............................................................93
5.1. GENERAL REM
ARKS................................................................................
93
5.1.1. INTERCULTURAL COMPETENCE AND GLOBAL EDUCATION
..................
95
5.1.2. THE COMPETENCES ACCORDING TO THE KMK/BMZ FRAMEWORK ... 98
5.1.3. A COMPARISON BETWEEN THE CORE CURRICULUM AND THE
ESD
FRAMEWORK.....................................................................
102
5.1.4. TEACHING GLOBAL ENGLISH?
......................................................
104
5.1.5. SUMMARIZING
REMARKS.......................................................... 105
5.2. USING SERIOUS GAMES FOR GLOBAL EDUCATION IN THE
EFL C LASSROOM
.................................................................................
106
5.2.1. USING NEW MEDIA FOR GLOBAL EDUCATION IN THE
EFL CLASSROOM
.......................................................................
107
5.2.2. USING SERIOUS GAMES IN THE EFL CLASSROOM FOR
GLOBAL EDUCATION
..................................................................
110
6. E M P IRIC A L S TU D Y P A R T I: B LE N D E D L E A RN IN G S TU D
Y
...................
117
6.1. RESEARCH D ESIGN
...............................................................................
117
6.1.1. PRELIMINARY
DECISIONS........................................................... 117
6.1.2. DEVELOPMENT OF THE RESEARCH DESIGN
..................................
118
6.1.3. CONCEPTUAL DESIGN AND ASSESSMENT INSTRUMENTS FOR
THE BLENDED LEARNING S TUDY
.................................................
120
6.2. GAME USED FOR THE BLENDED LEARNING STUDY: I CAN END
DEPORTATION (ICED)
.........................................................................
130
6.2.1. REASONS FOR CHOOSING
ICED
.................................................
130
6.2.2. ICED S MISSION AND G OAL
......................................................
132
6.3. THE BLENDED LEARNING UNIT: HUMAN RIGHTS THROUGH DGBL
WITH ICED
.........................................................................................
134
6.3.1. TEACHING HUMAN RIGHTS IN THE EFL CLASSROOM
..................
134
6.3.2. THE BLENDED LEARNING U N IT
..................................................
136
6.4. OBJECTIVES OF THE BLENDED LEARNING U N
IT........................................ 145
6.4.1. COMMUNICATIVE COMPETENCE - READING SKILL
.....................
145
6.4.2. ABILITY TO
RECOGNIZE...............................................................
146
6.4.3. ABILITY TO ASSESS
....................................................................
148
6.4.4. ABILITY TO ACT
.........................................................................
149
6.5. SUMMARIZING R EM
ARKS.....................................................................
149
7. R ESU LTS FRO M TH E S TU D E N TS E V A LU A TIO N
......................................... 151
7.1. RESULTS FROM THE QUANTITATIVE EVALUATION
.......................................
151
7.1.1. COMPUTER GAMING BEHAVIOR AND PURPOSE OF GAM ING
........
151
7.1.2. USING SERIOUS GAMES IN EFL LESSONS
..................................
156
7.1.3. ABILITY TO
RECOGNIZE...............................................................
161
7.1.4. ABILITY TO ASSESS
(PROCEDURAL)............................................... 164
7.1.5. ABILITY TO ASSESS (AFFECTIVE)
..................................................
167
7.1.6. ABILITY TO ACT
.........................................................................
171
7.1.7. COMMUNICATIVE
COMPETENCE................................................ 173
7.1.8. SUMMARIZING REM ARKS
..........................................................
176
7.2. RESULTS FROM THE QUALITATIVE EVALUATION
.........................................
176
7.2.1. GAMING
EXPERIENCES..............................................................
178
7.2.2. LEARNING EXPERIENCES
............................................................
187
7.2.3. SUMMARIZING REM ARKS
............................................................
202
7.3. RESULTS FROM THE GAME LOGS
............................................................
204
7.3.1. READING COMPREHENSION
........................................................
204
7.3.2. GAME LOG 1
............................................................................
205
7.3.3. GAME LOG 2
............................................................................
208
7.3.4. SUMMARIZING REMARKS
............................................................
209
8. RESULTS FROM THE TEACHER INTERVIEWS
.....................................
211
8.1.
PARTICIPANTS........................................................................................
211
8.2. METHODOLOGICAL C OM M ENTS
.............................................................
212
8.2.1. THE SERIOUS GAME AS A TOOL IN THE EFL CLASSROOM
.............
212
8.2.2. THE BLENDED LEARNING UNIT
................................................... 216
8.3. DIDACTICAL C OM M
ENTS.......................................................................
219
8.3.1. COMPETENCES
...........................................................................
219
8.4. SUMMARIZING R EM
ARKS.....................................................................
229
9.
THE EMPIRICAL STUDY PART II: THE SMALL GROUP STUDY
............
231
9.1. INTRODUCTORY REM
ARKS......................................................................
231
9.1.1. THE
PARTICIPANTS........................................................................231
9.2. THE GAMES
.........................................................................................
232
9.2.1. MISSION 2: FLIGHT TO FREEDOM
..................................................232
9.2.2. THE UNDERGROUND RAILROAD - JOURNEY TO FREEDOM
...............
235
9.2.3. AGAINST ALL O D D
S....................................................................
236
9.3. THE EVALUATION SHEET USED
..............................................................
237
9.4. PARTICIPANTS*
EVALUATIONS..................................................................
239
9.4.1. MISSION 2: FLIGHT TO FREEDOM
..................................................239
9.4.2. THE UNDERGROUND RAILROAD
....................................................
244
9.4.3. AGAINST ALL O D D
S......................................................................247
9.5. SUMMARIZING R EM
ARKS.....................................................................
251
10. CONCLUSION: USING SERIOUS GAMES FOR GLOBAL EDUCATION
IN THE EFL
CLASSROOM.................................................................253
10.1. POSSIBILITIES AND RESTRICTIONS IN USING SERIOUS GAMES
FOR GLOBAL EDUCATION IN THE EFL C LASSROOM
..................................
253
10.1.1. DEDUCTIONS FOR EFL LEARNING
.................................................
256
10.1.2. DEDUCTIONS FOR EFL TEACHING
.................................................
260
10.2. O U TLO O K
.............................................................................................
262
BIBLIOGRAPHY
....................................................................................................269
ATTACHMENT
1
- STUDENT QUESTIONNAIRES
(I
AND
I I )
..........................
287
ATTACHMENT 2 - EVALUATION SHEET USED FOR THE
SMALL GROUP STUDY
.......................................................................................
291
|
any_adam_object | 1 |
author | Müller-Brauers, Claudia 1980- |
author_GND | (DE-588)1025348486 |
author_facet | Müller-Brauers, Claudia 1980- |
author_role | aut |
author_sort | Müller-Brauers, Claudia 1980- |
author_variant | c m b cmb |
building | Verbundindex |
bvnumber | BV046205161 |
classification_rvk | HD 183 |
ctrlnum | (OCoLC)1126551545 (DE-599)DNB1137958855 |
discipline | Anglistik / Amerikanistik |
format | Thesis Book |
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genre | (DE-588)4113937-9 Hochschulschrift gnd-content |
genre_facet | Hochschulschrift |
id | DE-604.BV046205161 |
illustrated | Illustrated |
indexdate | 2024-07-10T08:38:11Z |
institution | BVB |
institution_GND | (DE-588)1065711506 |
isbn | 9783631734704 3631734700 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-031584182 |
oclc_num | 1126551545 |
open_access_boolean | |
owner | DE-19 DE-BY-UBM DE-739 |
owner_facet | DE-19 DE-BY-UBM DE-739 |
physical | 295 Seiten Illustrationen, Diagramme 21 cm x 14.8 cm |
publishDate | 2017 |
publishDateSearch | 2017 |
publishDateSort | 2017 |
publisher | Peter Lang Edition |
record_format | marc |
series2 | Foreign language pedagogy content- and learner-oriented |
spelling | Müller-Brauers, Claudia 1980- (DE-588)1025348486 aut Serious games for global education digital game-based learning in the English as a Foreign Language (EFL) classroom Claudia Müller Frankfurt am Main Peter Lang Edition [2017] 295 Seiten Illustrationen, Diagramme 21 cm x 14.8 cm txt rdacontent n rdamedia nc rdacarrier Foreign language pedagogy content- and learner-oriented volume 35 Dissertation Technische Universität Braunschweig 2017 Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerunterstütztes Lernen (DE-588)4225938-1 gnd rswk-swf Englischunterricht (DE-588)4014801-4 gnd rswk-swf Lernspiel (DE-588)4074167-9 gnd rswk-swf Based Becker Carmen Classroom Claudia Digital Digital Games Education Empirical Study English Foreign Foreign Language Classroom Game Games Global Language Learning Müller Rücker Serious (DE-588)4113937-9 Hochschulschrift gnd-content Englischunterricht (DE-588)4014801-4 s Computerunterstütztes Lernen (DE-588)4225938-1 s Computerspiel (DE-588)4010457-6 s Lernspiel (DE-588)4074167-9 s DE-604 Peter Lang GmbH (DE-588)1065711506 pbl Erscheint auch als Online-Ausgabe, E-PDF 978-3-631-73471-1 Erscheint auch als Online-Ausgabe, EPUB 978-3-631-73472-8 Erscheint auch als Online-Ausgabe, MOBI 978-3-631-73473-5 X:MVB https://www.peterlang.com/view/product/82273?format=HC B:DE-101 application/pdf http://digitale-objekte.hbz-nrw.de/storage2/2019/05/02/file_84/8426089.pdf Inhaltsverzeichnis DNB Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=031584182&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Müller-Brauers, Claudia 1980- Serious games for global education digital game-based learning in the English as a Foreign Language (EFL) classroom Computerspiel (DE-588)4010457-6 gnd Computerunterstütztes Lernen (DE-588)4225938-1 gnd Englischunterricht (DE-588)4014801-4 gnd Lernspiel (DE-588)4074167-9 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4225938-1 (DE-588)4014801-4 (DE-588)4074167-9 (DE-588)4113937-9 |
title | Serious games for global education digital game-based learning in the English as a Foreign Language (EFL) classroom |
title_auth | Serious games for global education digital game-based learning in the English as a Foreign Language (EFL) classroom |
title_exact_search | Serious games for global education digital game-based learning in the English as a Foreign Language (EFL) classroom |
title_full | Serious games for global education digital game-based learning in the English as a Foreign Language (EFL) classroom Claudia Müller |
title_fullStr | Serious games for global education digital game-based learning in the English as a Foreign Language (EFL) classroom Claudia Müller |
title_full_unstemmed | Serious games for global education digital game-based learning in the English as a Foreign Language (EFL) classroom Claudia Müller |
title_short | Serious games for global education |
title_sort | serious games for global education digital game based learning in the english as a foreign language efl classroom |
title_sub | digital game-based learning in the English as a Foreign Language (EFL) classroom |
topic | Computerspiel (DE-588)4010457-6 gnd Computerunterstütztes Lernen (DE-588)4225938-1 gnd Englischunterricht (DE-588)4014801-4 gnd Lernspiel (DE-588)4074167-9 gnd |
topic_facet | Computerspiel Computerunterstütztes Lernen Englischunterricht Lernspiel Hochschulschrift |
url | https://www.peterlang.com/view/product/82273?format=HC http://digitale-objekte.hbz-nrw.de/storage2/2019/05/02/file_84/8426089.pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=031584182&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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