The research and application of education game design model in teaching Chinese as a Foreign Language

Author(s):  
Li Cai ◽  
Fangyu Liu ◽  
Zhihong Liang
2021 ◽  
pp. 155541202110053
Author(s):  
Eduardo H Luersen ◽  
Mathias Fuchs

In this article, we describe three layers of ruins related to computer game technology: in a surface layer, we examine the imagery of ruins in digital games, highlighting game design tools for developing in-game ruination. Secondly, we approach the industrial design model of technological obsolescence as an infrastructural layer that intrinsically demands the production of new provisional spaces for material decay. Lastly, through a waste layer, we unfold the geopolitical dimension of technological obsolescence, calling attention to the transcontinental flows of electronic waste, which also underscores a geological stage of ruination. While exploring these different layers of ruins, we wish to perceive how game design models might relate to different forms of contemporary ruination, inquiring what such material traces have to say as strata of the complex deterioration processes of present-day media.


1979 ◽  
Vol 2 (1) ◽  
pp. 73-97 ◽  
Author(s):  
T. S. Rodgers

My intent in this short piece is to provide a context for consideration of learner variables in foreign language learning. I first propose a question set outlining the major issues, as I see them, arising in the design of learner-based foreign language learning systems. I then present a simplified three-part design model comprising knowledge considerations (language needs assessment), instructional considerations (learning access alternatives) and learner considerations (characteristics of learners). A review of some recent work in the first two of these prefaces the discussion of the third, learner considerations. A brief state of the art report on research in learner variables is followed by some speculation on next directions in the determination and description of learner variables within a general design model for learning foreign languages.


2021 ◽  
Vol 1 (4) ◽  
Author(s):  
LI SHUTING

This study reviews the importance of oral teaching in teaching Chinese as a foreign language. The oral teaching of the primary stage of Chinese as a foreign language has different characteristics and properties from other languages and other stages of learning in terms of the nature of the subject and the stage of learning. The main goal of oral teaching is to improve students’ oral communication skills. The training of second language teaching skills is generally divided into listening, speaking, reading, writing and translation. The purpose of language teaching is to cultivate students’ ability to communicate in the language they have learned. This study introduces the problems that should be paid attention to in the primary stage of oral teaching, which is helpful in teaching oral Chinese as a foreign language. Teaching Chinese as a foreign language should take the cultivation of learners’ language communication skills as the main goal, which has become a consensus among people. Among the many courses of Chinese as a foreign language, oral course can be regarded as the most flexible and directly related to the actual communicative ability of the training language. Speaking class provides students with speaking opportunities, such that students can master spoken words, spoken grammar and spoken expression patterns; fully mobilise the language information accumulated in the brain memory bank for communication; and move up from language learning as soon as possible The ‘plateau area’ in China is a problem that teachers of oral English classes need to explore. This study aims to improve the effect of oral Chinese teaching in the primary stage of teaching as a foreign language and achieve the expected teaching goals. This study also discusses this issue from the principles of specific teaching implementation.


Gamification ◽  
2015 ◽  
pp. 1296-1311
Author(s):  
Valentijn Visch ◽  
Ingrid Mulder ◽  
Wessel Bos ◽  
Richard Prins

The persuasive game, Travelling Rose, aims to enhance walking activities of elderly residents living in neighbourhoods characterized by a low socioeconomic status. The game consists of a wooden pass-on box containing user-reports and instructions on how to find a companion, how to generate a surprise together, how to give this surprise a fellow neighbourhood member, and how to pass on the Travelling Rose box. The persuasive catch of the Travelling Rose is present when the companions are generating the surprise and are instructed to take a walk in the neighbourhood for easing social communication and flourishing creative ideas. In this chapter, the design process leading to the final version of the Travelling Rose is described, involving user studies, concept testing, and iterative prototyping. Secondly, the final prototype is presented and framed using the theoretical Persuasive Game Design model.


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