Digital storytelling and digital gaming in the 21st Century EFL classroom: new frontiers in CALL
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Newcastle upon Tyne
Cambridge Scholars Publishing
2023
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | 197 Seiten Illustrationen, Diagramme |
ISBN: | 9781527594234 |
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adam_text | Table of Contents List of Figures.............................................................................................. x List of Tables............................................................................................. xii List of Symbols.........................................................................................xiii Acknowledgements.................................................................................xiv Introduction................................................................................................. 1 Chapter 1..................................................................................................... 7 Learning in the Digital Age 1.1. Learning a foreign language........................................................... 7 1.2. The role of motivation in language learning.............................. 10 1.3. Developing 21st Century Skills through CALL............................. 13 Chapter 2................................................................................................... 17 Digital Storytelling 2.1. Narrative as a pervasive construction........................................... 17 2.1.1. The ancient art of telling stories................. 18 2.2. Storytelling in education............................................................... 19 2.2.1. Definitions and developments.............................................. 19 2.2.2. From storytelling to digital storytelling............................... 21 2.3. Digital storytelling in education and FLA................................... 23
2.3.1. Theoretical backgrounds......................................................23 2.3.2. Digital storytelling and 21st Century Skills......................... 26 2.3.3. Digital storytelling in the EFL context.................................29 Chapter 3................................................................................................... 33 Digital Storytelling: A Case Study in the EFL University Classroom 3.1. Background of the case studies.....................................................33 3.2. The digital storytelling laboratory.................................................34 3.3. Corpus design............................................................................... 35 3.3.1. A sequential explanatory procedure..................................... 35 3.3.2. A matter of sampling............................................................ 38
viii Table of Contents 3.4. Data collection and analysis.......................................................... 40 3.4.1. CS1 and CS2: The DST corpus............................................ 40 3.4.2. Case study 1......................................................................... 42 3.4.3. Case study 2......................................................................... 45 3.4.4. Online final written reports (CS1 and CS2).........................46 3.4.5. Analysing the DST corpus................................................... 46 3.5. Pedagogical implications of DST................................................. 47 3.5.1. Case study 1: Starting viewpoints........................................ 47 3.5.2. Case study 1: Learning through DST................................... 51 3.5.3. Case study 2: Starting viewpoints........................................ 76 3.5.4. Case study 2: Learning through DST................................... 79 Chapter 4................................................................................................... 93 Digital Gaming, Storytelling, and Language Learning 4.1. The term game , a melting pot of definitions................................. 93 4.2. From game-based learning to digital game-based learning......... 98 4.3. The role of narrative in digital games......................................... 102 4.4. Digital game-based language learning........................................ 104 4.5. A conceptual framework for L2 games development................. 107 4.6. The motivational
framework....................................................... 108 4.6.1. Defining motivation in digital games................................. 108 4.6.2. Malone and Lepper’s motivational framework.................. 109 4.6.3. Keller’s ARCS model........................................................ 112 4.7. The narrative framework............................................................113 4.8. The DGBL framework................................................................ 115 4.8.1. The Input-Process-Outcome Game Model............................... 115 Chapter 5................................................................................................. 117 Designing EFL Class-interactive Storytelling Games 5.1. Applying the conceptual framework..........................................117 5.1.1. A focus on vocabulary acquisition..................................... 119 5.2. Phraseology in FLA.................................................................... 121 5.2.1. Definitions and properties.................................................. 121 5.2.2. The role of MWEs in L2 learning...................................... 124 5.3. English phraseology and EFL Italian learners............................ 125 5.3.1. Light verb constructions: features and issues for EFL Italian learners................................................................... 127 5.3.2. Phrasal verbs: features and issues for EFL Italian learners.............................................................................. 127 5.3.3. Idioms: features and issues for EFL Italian
learners........ 128
Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom: New Frontiers in CALL ix 5.4. The games................................................................................... 129 5.4.1 The engine........................................................................... 129 5.4.2. Shared features of the games.............................................. 131 5.4.3. Petland Adventures: an EFL game for year 6..................... 134 5.4.4. LightVerb-Quest or The Story ofWordLand: an EFL game for year 7............................................................................136 5.4.5. Guess the Idiom!: an EFL game for year 8......................... 139 5.4.6. Phrasal Quest: an EFL game for year 8............................. 141 Chapter 6................................................................................................. 144 Digital Game-based Language Learning in the EFL Secondary Classroom 6.1. Corpus design............................................................................. 144 6.1.1. Sampling............................................................................ 146 6.2. Data collection and analysis........................................................ 146 6.2.1. Research instruments.......................................................... 146 6.2.2. DGBL in the classroom: procedures.................................. 148 6.2.3. Diverse approaches to data analysis................................... 149 6.3. Effects of DGBL in the EFL context.......................................... 150 6.3.1. Statistical evaluation
of data.................................................... 150 6.3.2. Qualitative evaluation of data.................................................. 158 Conclusions............................................................................................. 169 Bibliography............................................................................................ 173 List of Abbreviations............................................................................... 196
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adam_txt |
Table of Contents List of Figures. x List of Tables. xii List of Symbols.xiii Acknowledgements.xiv Introduction. 1 Chapter 1. 7 Learning in the Digital Age 1.1. Learning a foreign language. 7 1.2. The role of motivation in language learning. 10 1.3. Developing 21st Century Skills through CALL. 13 Chapter 2. 17 Digital Storytelling 2.1. Narrative as a pervasive construction. 17 2.1.1. The ancient art of telling stories. 18 2.2. Storytelling in education. 19 2.2.1. Definitions and developments. 19 2.2.2. From storytelling to digital storytelling. 21 2.3. Digital storytelling in education and FLA. 23
2.3.1. Theoretical backgrounds.23 2.3.2. Digital storytelling and 21st Century Skills. 26 2.3.3. Digital storytelling in the EFL context.29 Chapter 3. 33 Digital Storytelling: A Case Study in the EFL University Classroom 3.1. Background of the case studies.33 3.2. The digital storytelling laboratory.34 3.3. Corpus design. 35 3.3.1. A sequential explanatory procedure. 35 3.3.2. A matter of sampling. 38
viii Table of Contents 3.4. Data collection and analysis. 40 3.4.1. CS1 and CS2: The DST corpus. 40 3.4.2. Case study 1. 42 3.4.3. Case study 2. 45 3.4.4. Online final written reports (CS1 and CS2).46 3.4.5. Analysing the DST corpus. 46 3.5. Pedagogical implications of DST. 47 3.5.1. Case study 1: Starting viewpoints. 47 3.5.2. Case study 1: Learning through DST. 51 3.5.3. Case study 2: Starting viewpoints. 76 3.5.4. Case study 2: Learning through DST. 79 Chapter 4. 93 Digital Gaming, Storytelling, and Language Learning 4.1. The term game', a melting pot of definitions. 93 4.2. From game-based learning to digital game-based learning. 98 4.3. The role of narrative in digital games. 102 4.4. Digital game-based language learning. 104 4.5. A conceptual framework for L2 games development. 107 4.6. The motivational
framework. 108 4.6.1. Defining motivation in digital games. 108 4.6.2. Malone and Lepper’s motivational framework. 109 4.6.3. Keller’s ARCS model. 112 4.7. The narrative framework.113 4.8. The DGBL framework. 115 4.8.1. The Input-Process-Outcome Game Model. 115 Chapter 5. 117 Designing EFL Class-interactive Storytelling Games 5.1. Applying the conceptual framework.117 5.1.1. A focus on vocabulary acquisition. 119 5.2. Phraseology in FLA. 121 5.2.1. Definitions and properties. 121 5.2.2. The role of MWEs in L2 learning. 124 5.3. English phraseology and EFL Italian learners. 125 5.3.1. Light verb constructions: features and issues for EFL Italian learners. 127 5.3.2. Phrasal verbs: features and issues for EFL Italian learners. 127 5.3.3. Idioms: features and issues for EFL Italian
learners. 128
Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom: New Frontiers in CALL ix 5.4. The games. 129 5.4.1 The engine. 129 5.4.2. Shared features of the games. 131 5.4.3. Petland Adventures: an EFL game for year 6. 134 5.4.4. LightVerb-Quest or The Story ofWordLand: an EFL game for year 7.136 5.4.5. Guess the Idiom!: an EFL game for year 8. 139 5.4.6. Phrasal Quest: an EFL game for year 8. 141 Chapter 6. 144 Digital Game-based Language Learning in the EFL Secondary Classroom 6.1. Corpus design. 144 6.1.1. Sampling. 146 6.2. Data collection and analysis. 146 6.2.1. Research instruments. 146 6.2.2. DGBL in the classroom: procedures. 148 6.2.3. Diverse approaches to data analysis. 149 6.3. Effects of DGBL in the EFL context. 150 6.3.1. Statistical evaluation
of data. 150 6.3.2. Qualitative evaluation of data. 158 Conclusions. 169 Bibliography. 173 List of Abbreviations. 196 |
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title | Digital storytelling and digital gaming in the 21st Century EFL classroom new frontiers in CALL |
title_auth | Digital storytelling and digital gaming in the 21st Century EFL classroom new frontiers in CALL |
title_exact_search | Digital storytelling and digital gaming in the 21st Century EFL classroom new frontiers in CALL |
title_exact_search_txtP | Digital storytelling and digital gaming in the 21st Century EFL classroom new frontiers in CALL |
title_full | Digital storytelling and digital gaming in the 21st Century EFL classroom new frontiers in CALL by Annalisa Raffone |
title_fullStr | Digital storytelling and digital gaming in the 21st Century EFL classroom new frontiers in CALL by Annalisa Raffone |
title_full_unstemmed | Digital storytelling and digital gaming in the 21st Century EFL classroom new frontiers in CALL by Annalisa Raffone |
title_short | Digital storytelling and digital gaming in the 21st Century EFL classroom |
title_sort | digital storytelling and digital gaming in the 21st century efl classroom new frontiers in call |
title_sub | new frontiers in CALL |
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topic_facet | Neue Medien Computerspiel Englischunterricht Erzählen |
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