scholarly journals Integrating Educational Games into College English Learning

2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Ming Li ◽  
Qi Zhang ◽  
Zhonggen Yu

Currently, the application of educational games is becoming a hot topic, but the application of educational games in college English learning is scarcely explored. To explore the integration of educational games into the college English teaching and learning process, this study adopted a rapid evidence evaluation review (Yu et al. 2020). Since the literature review is an important approach in qualitative sampling techniques, we have conducted a review to identify and synthesize the literature. It analyzed high-quality journal articles published internationally and nationally. We found that educational games were effective in enhancing students’ college English proficiency and learning attitudes. Meanwhile, playful experiences created by educational games could decrease cognitive loads in college English learning. This research provided some support for further implementation of educational games in the college English teaching and learning process.

Author(s):  
Mao Feng ◽  
Li Quan ◽  
Wu Biyu

With the help of big data and Citespace software, this research makes a statistical analysis of the journals and dissertations on College English teaching and learning materials collected by CNKI from 2011 to 2020. This paper, based on the knowledge map drawn by the visualized analysis of literatures volume, authors, research institutions and keywords clustering, analyzes the current research status and hotspots in the compilation of China’s College English textbooks. It is found that there are six problems in the compilation. Because of the complexity of teaching and learning materials and the dynamic progress of language learning, the nature of English teaching and learning materials is bound to turn from a learning tool to learning resources. Thus, this research, from the perspective of Complex Dynamic System Theory, attempts to develop big data-based College English learning materials with digital, individual and multi-dimensional characteristics by three paths: the establishment of big data-based English learning behaviors index system, the development of big data-based College English learning materials and the application of big data-based College English learning materials. This paper will explore a new way of developing China’s College English learning materials, improve and optimize the compilation and development of College English learning materials in China.


2016 ◽  
Vol 7 (4) ◽  
pp. 724
Author(s):  
Haojie Li

This paper discusses how the theory of MP in generative grammar can be used in College English teaching in China. The author holds that a brand-new teaching paradigm- autonomous English learning-will be built if certain theories and principles of Minimalist Program (MP) are used in China’s college classroom teaching. College teachers of English apply theories of lexicon, derivation by phase under the framework of MP in generative grammar and organization strategies into their English teaching and learning appropriately and college students will renew their English learning ideas, their learning interest will be stimulated and their enthusiasm and initiative in active English learning will be enhanced.


2019 ◽  
Vol 3 (2) ◽  
pp. 131
Author(s):  
Ana Ahsana El-Sulukiyyah ◽  
Dewi Masitho Istiqomah ◽  
Rasyidah Nur Aisyah ◽  
Nur Hadi Gede Agustin

This is a community service activity which was about English teaching and learning for young learners and its application in classes. The teachers of young learners needs to have knowledge about songs, games and media to teach English which is appropriate with learners’ and era’s need. Furthermore, this workshop is important to facilitate the teachers in giving the fun English materials. In this activitiy the teacher were trained to make the fun applicated media and the newest English nursery songs and games to be applied in their classes. It is hoped that this activity can facilitate the teachers in Kabupaten Pasuruan about the importantce of English learning for Young Learners, also teachers are hoped to be able to apply the fun and effective teaching learning process which is appropriate to the age and ability of the young learners and also appropriate with this era.Keywords: English teaching, teachers, workshop


2020 ◽  
Vol 4 (2) ◽  
pp. 165
Author(s):  
NKAP Dewi ◽  
LDS Adnyani ◽  
LGE Wahyuni

The use of technology-based learning media, including video in English class can trigger students’ motivation to learn English and improve the learning process. This interesting and innovative media is believed to promote students’ engagement along the process. This descriptive study aims to describe the response of students related to their engagement to the use of English Learning video developed by using Camtasia Studio in second-grade students of elementary school. The data were collected through observations, interview and teacher’s questionnaire rubric. The result reveals that using technology-based media in classroom is really appropriate to increase students’ motivation and learning activeness to get a better teaching and learning process. Students and teacher gave positive responses toward the media and it was categorized into ‘Excellent’ media in which it was interesting and fulfilled the needs of second-grade students. Further, it was suggested for the next research to conduct the study in different grade. 


2019 ◽  
Vol 6 (2) ◽  
Author(s):  
Mardyane Mandang

This study focussing on the use of code switching produced by instructors in English teaching and learning process based on Sosiolinguistics and language teaching point of view. This research uses qualitative method and records the process of teaching English and interviews the instructors and students as a technique of this research to find the importance of code switching. The data were transcripted and analyzed use the concepts of Wardhaugh and Suwito about types of code switching and functions of code switching use the concept of Margana. The research shows that there are 4 types of code switching intern, extern, metaphorical dan situasional code switching. Extern code switching are code switching from English to Indonesian (i.e. do you know what day is tomorrow? Besok hari apa?) and English to Manado Malay (i.e. you know what I mean? Mangarti nda?). Intern code switching is code switching from Manado Malay to Indonesian (i.e. besok hari libur jadi nda ada les. Lesnya nanti minggu depan). Metaphorical code switching is a code switching without any changing topic. Situasional code switching is a code switching with changing topic. Also, there are 7 types of code switching, they are repetition, clarification, exploration, explanation, giving assignment, checking students’ understanding and giving warning/suggestion. It can be concluded that there are 4 types of code switching produced by instructors in English teaching and learning process. They are extern, intern, metaphorical and situasional code switching. Besides, there are 7 functions of code switching. They are repetition, clarification, exploration, explanation, giving assignment, checking students’ understanding and giving warning/suggestion.Keywords : Code switching, Instructors utterences, English teaching and learning   process                      


2021 ◽  
Vol 15 (2) ◽  
pp. 249-256
Author(s):  
Siti Arofah ◽  
Husni Mubarok

The objectives of this research are to analyze the type of violation and flouting the maxim of teacher-student interaction in the English teaching and learning process in MA Hasyim Asy’ari Bangsri and also find the most frequently produced between violation and flouting of the maxim. This research used the descriptive qualitative method. The data was obtained from the conversation between the teacher and students during the teaching and learning process and analyzed by categorizing utterances based on the violation and flouting maxim theory of the Cooperative Principle. The data were collected through the observation then analyzed by using the technique which is suggested by Miles and Huberman that consists of data reduction, data display, and drawing conclusion or data verification. The result of the research showed that there are four types of maxims that are violated by the teacher and students. These are the maxim of quantity 11 (50%), the maxim of quality 5 (22.73%), the maxim of relation 1 (4.54%), and the maxim of manner 5 (22.73%). The dominant violation was the maxim of quantity with 11 occurrences. Based on the findings, there are three types of flouting maxims in which the most of flouting maxim that is occurred was the maxim of relation. They are divided into 1 (14.29%) maxim of quantity, 2 (28.57%) maxim of quality, and 4 (57.14%) maxims of relation. In conclusion, the most produced between the violation and flouting was the violation of maxim with 22 (75.86%) of total occurrences. Meanwhile, the proportion of flouting maxim was 7 (24.14%).


2021 ◽  
Vol 2 (2) ◽  
pp. 43-50
Author(s):  
Resdilla Pratiwi

This article deals with the training of Fun English Games Learning Method for English Teacher in MAS NU Batahan, This article shows several learning methods by using English Games funny and easy to understand, such as, Word Connect Application, Spelling Bee application, Stop the Clock Application, Typing Paragraphs for speed. This activity intends to enlarge some learning methods by using English Games for fun, and to give comprehending that English learning’s easy and enjoying. The method of this study used community development that collaborating theory and practicing in which using fun English games learning method in teaching English for English teacher MAS NU Batahan. The result shows that Fun English Games learning Method’s successfully applied in the classroom, the students are happy and can understand English learning easily and quickly through Fun English Games Method. It has benefit for teachers in teaching 4 skill, reading, writing, speaking and listening that must be mastered by students. In addition, School can use this method to improve the quality of learning in achieving very satisfactory results. Based on the explanation above can be concluded that Fun English Games learning Method for English teachers is very useful dan helpful in teaching and learning process.


Author(s):  
Yaëlle Chaudy ◽  
Thomas M. Connolly

Assessment is a crucial aspect of any teaching and learning process. New tools such as educational games offer promising advantages: they can personalize feedback to students and save educators time by automating the assessment process. However, while many teachers agree that educational games increase motivation, learning, and retention, few are ready to fully trust them as an assessment tool. A likely reason behind this lack of trust is that educational games are distributed as black boxes, unmodifiable by educators and not providing enough insight about the gameplay. This chapter presents three systematic literature reviews looking into the integration of assessment, feedback, and learning analytics in educational games. It then proposes a framework and present a fully developed engine. The engine is used by both developers and educators. Designed to separate game and assessment, it allows teachers to modify the assessment after distribution and visualize gameplay data via a learning analytics dashboard.


2022 ◽  
pp. 1803-1846
Author(s):  
Yaëlle Chaudy ◽  
Thomas M. Connolly

Assessment is a crucial aspect of any teaching and learning process. New tools such as educational games offer promising advantages: they can personalize feedback to students and save educators time by automating the assessment process. However, while many teachers agree that educational games increase motivation, learning, and retention, few are ready to fully trust them as an assessment tool. A likely reason behind this lack of trust is that educational games are distributed as black boxes, unmodifiable by educators and not providing enough insight about the gameplay. This chapter presents three systematic literature reviews looking into the integration of assessment, feedback, and learning analytics in educational games. It then proposes a framework and present a fully developed engine. The engine is used by both developers and educators. Designed to separate game and assessment, it allows teachers to modify the assessment after distribution and visualize gameplay data via a learning analytics dashboard.


Sign in / Sign up

Export Citation Format

Share Document