scholarly journals Fostering digital literacy and German language with the use of digital learning games in the middle school

Educatia 21 ◽  
2021 ◽  
pp. 201-207
Author(s):  
Daiana Dociu ◽  
◽  
Ingrid Mihuț-Kert ◽  

In this article, fostering the German language using digital learning games plays the central role. The endless possibilities of digital media and tools for language acquisition offer teachers and learners the opportunity to learn a foreign language creatively, playfully, in a fascinating way and with a certain degree of facilitation in teaching. Through our research we tried to prove the priority of digital media in the field of education and formation. We selected as the target group of the research the pupils of two fifth grades, who learn German as a foreign language in a Romanian school. The use of the chosen learning game led to a considerable increase in the participation of the students in German lessons, created a suitable learning atmosphere in the room and increased the motivation of the participants. The results of this research prove what we expected for the relationship between German lessons and the use of digital learning games in the classroom.

2020 ◽  
pp. 230-239
Author(s):  
David Buckingham

Advocates of digital education have increasingly recognized the need for young people to acquire digital media literacy. However, this idea is often seen in instrumental terms, and is rarely implemented in any coherent or comprehensive way. This paper suggests that we need to move beyond a binary view of digital media as offering risks and opportunities for young people, and the narrow ideas of digital skills and internet safety to which it gives rise. The article propose that we should take a broader and more critical approach to the rise of ‘digital capitalism’, and to the ubiquity of digital media in everyday life. In this sense, the paper argue that the well-established conceptual framework and pedagogical strategies of media education can and should be extended to meet the new challenges posed by digital and social media.This article presents some reflections as an epigraph of the special issue "Digital learning: distraction or default for the future", whose final result has allowed us to group a set of critical research and analysis on the inclusion of digital technologies in educational contexts. The points of view presented in this epigraph is also developed in more detail in the book "The Media Education Manifesto" (Buckingham, 2019).


Author(s):  
Pejman Sajjadi ◽  
Olga De Troyer

Empirical research that draws a framework on how the theory of MI could be incorporated in (learning) games is non-existent. Furthermore, the theory of MI fits well into the concept of individualization, as it distinguishes between individuals in terms of their abilities. In light of this, the chapter reports on the first evidence-based set of mappings between this theory and fundamental constructs of games known as mechanics. These mappings can be utilized by designers in the individualization paradigm of player-centered game design as guidelines on what mechanics to include in their design when targeting an audience with specific MI profiles. Such individualization can potentially positively affect the game experience of players while establishing the proper frame for affecting learning. As such, these mappings, available in form of a recommendation tool, act as guidelines on how to design (learning) games while considering the intelligences of the target audience.


2022 ◽  
pp. 385-409
Author(s):  
Pejman Sajjadi ◽  
Olga De Troyer

Empirical research that draws a framework on how the theory of MI could be incorporated in (learning) games is non-existent. Furthermore, the theory of MI fits well into the concept of individualization, as it distinguishes between individuals in terms of their abilities. In light of this, the chapter reports on the first evidence-based set of mappings between this theory and fundamental constructs of games known as mechanics. These mappings can be utilized by designers in the individualization paradigm of player-centered game design as guidelines on what mechanics to include in their design when targeting an audience with specific MI profiles. Such individualization can potentially positively affect the game experience of players while establishing the proper frame for affecting learning. As such, these mappings, available in form of a recommendation tool, act as guidelines on how to design (learning) games while considering the intelligences of the target audience.


2020 ◽  
Vol 10 (3) ◽  
pp. 5-23
Author(s):  
M.A. Zhukova ◽  
H. Kilani ◽  
J.L. Garcia ◽  
M. Tan ◽  
P.D. Parell ◽  
...  

Digital media is becoming increasingly prevalent in households and classroom settings lowering the age of fi rst exposure to technology; however, little is known about how children experience digital media and how their experiences relate to learning and social engagement. In this case study, we followed a 28-month-old boy in a naturalistic setting for 5 weeks, videotaping the process of his interactions with the iPad. Using a combination of video coding, screen recordings, and a formal academic assessment we evaluated the effects of digital media on specifi c learning outcomes, child affective states associated with gains in digital literacy, and the role of social interaction in the process of digital media exposure. We found that the number of errors predicted a signifi cant amount of the variance in the child’s levels of frustration, attentiveness, help-seeking behaviors, and persistence. Two main types of affect, confusion and attentiveness, predicted gains in his iPad profi ciency, providing important insights into the role of emotions in digital learning. With increased levels of iPad profi ciency, we observed an inconsistent pattern of child social engagement. This study is the fi rst, to our knowledge, to use a combination of qualitative observation data, standardized assessment, and quantitative analysis of a child’s behavior in the process of digital literacy learning.


2021 ◽  
Vol 22 (1) ◽  
pp. 35-45
Author(s):  
Abdul Latip ◽  
Nursida Sutantri

The study aims to measure and describe the profile of students’ digital literacy who take distance learning in chemistry subjects. During the Covid-19 pandemic, learning carried out online using digital-based technology. This research measures digital literacy using descriptive research methods with quantitative approaches. Data collection carried out by giving digital literacy questionnaires to 74 eleven-grade students who are conducting online learning. The students assess themselves through a questionnaire about digital literacy, the results of the study indicate that the digital literacy of eleven-grade students on online learning are as follows: 1) The aspect of the ability to use digital media obtained an average score of 79.95; 2) The aspects of managing digital learning platforms obtained an average score of 76.29; 3) The aspect of the use of advanced digital media obtained an average score of 68.48; and 4) Ethical and safety aspects in the use of digital media obtained an average score of 79.77. Penelitian ini bertujuan untuk mengukur dan menggambarkan profil literasi digital siswa kelas XI ketika mengikuti pembelajaran jarak jauh pada mata pelajaran kimia. Selama masa pandemi Covid-19, pembelajaran dilaksanakan secara daring dan luring dengan memanfaatkan teknologi berbasis digital. Penelitian ini melakukan pengukuran literasi digital menggunakan metode penelitian deskriptif dengan pendekatan kuantitatif. Pengumpulan data dilakukan dengan cara memberikan kuisioner pengukuran literasi digital kepada 74 siswa kelas XI yang melaksanakan pembelajaran kimia secara daring. Siswa menilai dirinya sendiri melalui kuisioner literasi digital, hasil penelitian menunjukkan bahwa literasi digital siswa kelas XI pada pembelajaran secara daring sebagai berikut: 1) Pada aspek kemampuan menggunakan media digital diperoleh rata-rata skor sebesar 79.95; 2) Pada aspek pengelolaan platform pembelajaran digital diperoleh rata-rata skor sebesar 76,29; 3) Pada aspek penggunaan media digital tingkat lanjut diperoleh rata-rata skor sebesar 68,48; dan 4) Pada aspek etika dan keamanaan dalam penggunaan media digital diperoleh rata-rata skor sebesar 79,77.


1970 ◽  
Vol 10 (10) ◽  
pp. 151
Author(s):  
Mateja Žavski Bahč ◽  
Doris Mlakar Gračner

In education, more and more digital media is being introduced into the classroom. Most of the time, experts explain in detail the use of digital worksheets from the teacher's point of view while the learner's perspective is considered less often. Therefore, the following article tries to determine, based on a qualitative empirical study, how the use of digital worksheets is perceived and evaluated by students of German language and literature. The subjects of the study were 1st year students of German language and literature in Slovenia. After working with the digital worksheet, the subjects answered a questionnaire to reflect on their entire work process. The obtained data were analyzed and interpreted. The results of the study can serve as a stimulus for teachers of German language to plan their lessons aiming not only to the use of digital media by themselves in their teaching, but also to make the lessons more student-centered and self-directed by the use of digital media.


Author(s):  
Nuriyatul Hamidah

Many questions have aroused in terms of media and technology used and its implication for language teaching and learning. The focus is on how students can be critically aware of media, especially digital media, for their learning. Thus, the use of media in education impacts educational creativity development, such as digital technology applications. In terms of learning, digital literacy is the competency in understanding and using digital technologies effectively for learning. Research has already explored the need for digital literacy in the classroom. This recent paper tries to figure out how digital literacy is implemented in the teaching of ESP students. Furthermore, the method used to describe the idea of this paper is a conceptual paper in which the writer tries to figure out how digital learning is implemented for learning. The writer used literature review from some journal articles and books written by the experts to gather the data. In conclusion, applying digital literacy must be well prepared on the way how it is used. It must relate to their competence, learning objectives, and language skills being taught. Indeed, once the students are familiar with the technology being used, they significantly improve their skills.


2020 ◽  
Vol 36 (5) ◽  
Author(s):  
Le Tuyet Nga

The paper discusses the concept corpus (criteria for corpora, classification of the corpora), corpus linguistics as science or as methodology, approaches (corpus-based approach and corpus-driven approach), research methods (quantitative and qualitative) and tools used in corpus linguistics from the perspective of German scientists. One focus of the work lies in the discussion of the relationship between corpus linguistics and German as a foreign language and in the application possibilities of corpus linguistics for research and teaching of the German language.


2019 ◽  
Vol 11 (1) ◽  
pp. 67-83 ◽  
Author(s):  
Judith Buendgens-Kosten ◽  
Viviane Lohe ◽  
Daniela Elsner

Mirroring prevailing monolingual ideologies in foreign language pedagogic practices, the majority of language learning games reflect a monolingual perspective on language and language learning. This article attempts to delineate alternatives to this monolingual habitus in game-based language learning (GBLL). In order to do so, it introduces two Erasmus+ projects that set out to develop multilingual language learning games which go beyond vocabulary drills or match-the-translation activities by encompassing a plurilingual perspective on languages and language learning: MElang-E (Multilingual Exploration of Languages in Europe) and EU·DO·IT (European Digital Online-Game for Intercultural Learning and Translanguaging). The authors will discuss how in projects of this type, the need for sociolinguistic realism and the overarching plurilingual pedagogy have to be actively balanced with the expectations, preferences and needs of learners and teachers. Preliminary survey data on stakeholders’ perspectives on such products shows that there is a widespread scepticism regarding the inclusion of some types of non-target language material in a language learning game. Consequences for the design of multilingual games will be drawn.


2018 ◽  
Vol 5 (2) ◽  
pp. 50-60
Author(s):  
Manuela Svoboda ◽  
Petra Zagar-Sostaric

Abstract In this article a closer look will be taken at the issue of inaccurately using a foreign language, i.e. German in this particular case, in a crime novel or thriller. Of course, in fiction the author has complete artistic freedom to invent and present things as he/she intends and it doesn`t necessarily have to be realistic or legitimate. But what happens when it comes to an existing language being quoted in fiction? For this purpose David Thomas’ thriller “Blood Relative - How well do you know the one you love?” is analysed regarding parts in which German quotes are used. As the plot is located partly in England and partly in former East Germany (GDR) and the protagonist’s wife is of German origin, direct speech, titles and names are used in German. Subsequently, they are translated into English by the author in order to be understood by the English reader. However, there are many grammar, spelling and semantic mistakes in these German expressions and common small talk quotes. This begs the question, is it justified to disregard linguistic correctness with regards to artistic freedom given the fact that we are dealing with a fictional thriller, or is it nevertheless necessary to be precise concerning foreign language usage? How far may one “test” their artistic freedom in this particular case? In order to answer these questions a detailed analysis of the thriller is performed, concerning artistic freedom and modern literature/light fiction as well as the German language used in quotes and direct speech.


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