The adventure of an adventure videogame in French
Autor: | Carmen de Castro Castro, Juan Manuel Muñoz González, Ana Isabel Brazo Millán |
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Rok vydání: | 2021 |
Předmět: |
French
Higher education business.industry initial teaching training Adventure Language acquisition Second-language acquisition Computer Science Applications Education Test (assessment) Entertainment videogames second language acquisition higher education Resource (project management) pedagogía educación formación ComputingMilieux_COMPUTERSANDEDUCATION Mathematics education Psychology business Video game |
Zdroj: | Digital Education Review; No 39 (2021): Number 39, June 2021 [Monographic] Techno-addiction among the young, adolescents and children; 257-269 Digital Education Review; No. 39 (2021): Number 39, June 2021 [Monographic] Techno-addiction among the young, adolescents and children; 257-269 Digital Education Review; Núm. 39 (2021): Number 39, June 2021 [Monographic] Techno-addiction among the young, adolescents and children; 257-269 RCUB: Revistas Científicas de la Universidad de Barcelona Universidad de Barcelona (UB) RCUB. Revistas Científicas de la Universidad de Barcelona instname |
ISSN: | 2013-9144 |
DOI: | 10.1344/der.2021.39.257-269 |
Popis: | With the understanding that videogames have become a powerful resource not only for entertainment but also as an educational resource for foreign language teaching today, the objective of this study was to examine the use of the videogame Broken Sword for the teaching of French as a second language in a higher education setting. To assess the suitability of the video game as a foreign language teaching tool, a quantitative methodology based on a 22-item ad hoc questionnaire was used, through which we collected the assessment of the students. Despite the expectations and the high degree of participation and cooperation of the students surveyed, the results revealed an attitude of indifference regarding the videogame’s contributions to language learning. We considered the results to be very positive, as for many of the students this exercise was not only a test with a language that they did not master yet, but also had technical difficulties that they had to overcome. The challenge of this experience invites us to continue working with new videogames titles and to improve our future methodological interventions. |
Databáze: | OpenAIRE |
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