USAGE OF DIDACTICAL COMPUTER GAMES FOR EDUCATION OF PUPILS OF DIFFERENT TYPES OF SECONDARY SCHOOLS

Author(s):  
Jaromír Basler ◽  
Michal Mrázek ◽  
Pavel Chrbját
Author(s):  
M.d. Gholam Yazdani ◽  
M.d. Abdus Salam ◽  
Quazi Mehbubar Rahman ◽  
Raadhiya Sofri ◽  
Azrieka Kamal

1977 ◽  
Vol 3 ◽  
pp. 58-71
Author(s):  
Maria Oud-de Glas

At the Institute for Applied Sociology of the University of Nijmegen, an investigation into foreign language needs of several groups in Dutch society has been carried out in 1975 through 1977. Questionnaires were submitted to these different groups, e.g. to former pupils of secondary schools. The questionnaire consisted mainly of a list of 24 descriptions of situations in which foreign languages are used. In these descriptions the significant features of language situations are systematically varied. For each situa-tion we asked if and how frequently it occurs and if the knowledge of the languages learnt is sufficient for this kind of situation. The results of the investigation show large differences in language needs (defined as actual use of the foreign language and shortcomings in the knowledge of that language in certain situations) both between the former pupils of the different types of secondary schools as well as between the languages most commonly taught in Dutch schools, French, German and English. More specifically it was found that the actual use of foreign languages occurs more frequently among former pupils of certain vocational schools (especially technical schools) than among former pupils of general secondary schools. French appears to be used less frequently than German and English. English is used by a somewhat larger group than German, but this does not hold for all groups. Former pupils of technical schools use German as much as English. The resulting data can be used to choose objectives for foreign language teaching. There is however no simple and direct way from language needs to objectives. In choosing objectives on the basis of findings on language needs, one will have to decide which measure of language needs is taken into account and how this measure (or these measures) is (are) used. If we decide for example to take the size of the group that has actually used a foreign language in one of the situations as a criterion for the choice of that situation as a part of the objectives of language teaching, we will then have to decide where we draw the line between situations that are and situations that are not important enough to be chosen. In other words, we have to decide how large the group of language users must be. It is evident that there is no shorter way from language needs to objectives than a carefully argued choice of measures and of the use of these measures.


2010 ◽  
Vol 39 (3) ◽  
pp. 331-356 ◽  
Author(s):  
Elizabeth Keating ◽  
Chiho Sunakawa

AbstractThe development of digital communication technologies not only has an influence on human communicative practices, but also creates new spaces for human collaborative activity. In this article we discuss a technologically mediated context for interaction, computer games. Closely looking at interactions among a group of gamers, we examine how players are managing complex, shifting frameworks of participation, the virtual game world and the embodied world of talk and plans for action. Introducing the notion of participation cues, we explain how interactants are able to orient to, plan, and execute collaborative actions that span quite different environments with quite different types of agency, possible acts, and consequences. Novel abilities to interact across diverse spaces have consequences for understanding how humans build coordinated action through efficient, multimodal communication mechanisms. (Computer-mediated communication, language and technology, gaming, gesture, participation, multimodality)*


2021 ◽  
Vol 15 (1) ◽  
pp. 105-120
Author(s):  
Sławomir Kowalewski ◽  

Computer games as hypertexts The article deals with the media-linguistic analysis of selected computer games, in particular focusing on the category of hypertextuality. Different types of computer games are analyzed, with the aim of demonstrating their media-conditioned heterogeneity. It will be examined whether they meet the criteria of hypertextuality and, if so, whether it is full or partial hypertextuality, i.e., whether a computer game is one hypertext as a whole or whether it is a creation composed of one or more hypertexts and possibly other elements. Within the scope of the analysis, it will also be verified whether computer games have specific features that distinguish them from the most popular form of hypertext – namely, from texts that are part of the WWW. Keywords: mediality, hypertext, computer game, textuality


2021 ◽  
Vol 9 (09) ◽  
pp. 05-17
Author(s):  
Anuradha Sharma ◽  
◽  
Surbhi a ◽  

Violence in schools is a pervasive problem and one that requires greater attention from educators, policy makers, and researchers. The present study aimed at finding the rate of prevalence of different types of violence such as student to student, teachers to the student, and student to teachers in government and private schools. For this data was collected from the students of government and private schools of Chandigarh. It was found that the rate of school violence was high in both government and private schools. The details of various forms of violence have been given in this paper. In the end, a few recommendations have been suggested to prevent it.


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