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Gamifying English Language Learning through Interactive Storytelling and MALL Technologies
Language Teaching Research ( IF 3.3 ) Pub Date : 2022-07-23 , DOI: 10.1177/13621688221110206
Annalisa Raffone 1
Affiliation  

In today’s society, marked by the spread of Covid-19 that forced the shift from a traditional face-to-face to a fully online setting, digital tools are becoming more and more essential to engage 21st Century students in their classroom activities. In the context of ELT (English Language Teaching), Digital Game-Based Language Learning (DGBLL) has increasingly been shown to foster language development since its interactivity allows for the creation of a constructivist learning environment in which students do not experience feelings of stress and anxiety. This article aims to present the design, development, and testing of an original class-interactive storytelling game addressing EFL (English as a Foreign Language) Italian Secondary School students. Quantitative and qualitative data were collected and submitted to statistical and Computer-assisted content analyses to triangulate and enhance findings. The results showed that DGBLL had positive effects on students’ language development and the enhancement of 21st Century Skills, including critical thinking, engagement, collaboration, and the reduction of the fear of failure.



中文翻译:

通过交互式讲故事和 MALL 技术将英语学习游戏化

在当今社会,以 Covid-19 的传播为标志,迫使人们从传统的面对面转变为完全在线的环境,数字工具对于参与 21 st变得越来越重要世纪学生在课堂活动中。在 ELT(英语语言教学)的背景下,基于数字游戏的语言学习 (DGBLL) 越来越多地被证明可以促进语言发展,因为它的交互性允许创建一个建构主义的学习环境,让学生不会感到压力和焦虑。本文旨在介绍针对 EFL(英语作为外语)意大利中学生的原创课堂互动讲故事游戏的设计、开发和测试。收集定量和定性数据并提交给统计和计算机辅助内容分析,以三角测量和增强结果。结果表明,DGBLL 对学生的语言发展和 21 st世纪技能,包括批判性思维、参与、协作和减少对失败的恐惧。

更新日期:2022-07-25
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