scholarly journals Computer Quiz Games in General Chemistry for Engineering Majors in an English as a Second Language Environment

Author(s):  
Szu Szu Ling ◽  
Fabrice Saffre ◽  
Deborah L. Gater ◽  
Lilia Halim ◽  
Abdel F. Isakovic

Computer quiz games are introduced to improve teaching and learning in a freshman engineering chemistry course in an English-as-a-Second-Language (ESL) environment. These quiz games are developed and implemented as a supplemental and augmentative tool to enhance traditionally delivered lectures. The paper shows an increase in students’ motivation and compare the performance between students who participated in computer quiz games, a paper-based quiz or neither activity. Assessment of the effectiveness of quiz games in learning is conducted via a proposed novel chemistry achievement test, Freshman Engineering Chemistry Aptitude Test and an attitude questionnaire. The findings contribute to our understanding of the role of game-based learning in students’ achievement in chemistry and their motivation and attitudes towards learning general chemistry at a university within an ESL environment, while the computer games developed are useful in all English based Chemistry classes.

2021 ◽  
Vol 10 (05) ◽  
pp. 052-061
Author(s):  
MOHMED MOGHAZY

Enrolment into Arabic as a second language (ASL) in Dubai has increased steadily due to the high influx of immigrant populations. Although Arabic is the primary language in Dubai mandatory taught in primary schools in Dubai, training and learning face challenges that affect learning a teaching objective. The extant investigation aimed to examine the teaching and learning of ASL in Dubai through exploring the importance of ASL, ALS programs in Dubai, ASL changes and solutions, and the role of technology infusion and motivation in ASL training and learning. The examination utilized a qualitative case study where seven teachers and eight learners were interviewed. The researcher analyzed the data using thematic analysis. The data obtained revealed that ASL is important among non-Arabic natives and immigrants since its improved communication and interaction. The main challenge noted included curriculum shortcomings, inadequate training and learning, poor technology utilization, and insufficient learning times. The findings suggested curriculum review, increase in the technology used in training and learning, and allocation of more time for ASL lessons to curb the challenges. The examinations discuss the policy, practice, and research implications of the findings. Although the findings are insightful in ASL training and learning in Dubai, the researcher recommended extensive research using different methodologies, sample sizes, and other cities in the UAE.


Author(s):  
Ani Derderian

Concepts about tasks have been considered as the major part of analysis in different teaching approaches. Instructors are being more interested in the use of task-based instruction in foreign and second language teaching. Task-based instruction and teaching strategies are implemented by emphasizing meaning. The purpose of this paper is to introduce and discuss some major principles of open architecture in the application of task based instruction in areas such as second language vocabulary acquisition, grammatical rules, and expressing new ideas. This manuscript examines the following topics (a) Task based (supported) instruction, (b) Open Architecture teaching design, and (c) The role of technology in language learning.


2016 ◽  
Vol 45 (1) ◽  
pp. 69-86 ◽  
Author(s):  
Alissa J. Hartig

AbstractInternational mobility among graduate students of law presents unique challenges for the teaching and learning of Legal English. Master of Laws (LL.M.) students, for example, often bring both prior legal training and professional experience from their home jurisdiction to their graduate studies abroad. Taking a closer look at the experience of these students as they engage with genres associated with another legal system provides insight into broader issues of intersections between language and content in English for Legal Purposes. This article draws on case studies of four LL.M students from China and Saudi Arabia, a civil law jurisdiction and an Islamic law jurisdiction, respectively, as they learn to read and write common law genres in the United States. Considering students’ experiences with these texts, the article outlines a potential framework for understanding the role of disciplinary concepts in second language legal literacy development. Specifically, the article elaborates a tentative taxonomy for disciplinary concepts that distinguishes between discourse-relevant concepts and discourse-structuring concepts in considering the interaction between language and content in ESP and CLIL for law.


At-Taqaddum ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 85-102
Author(s):  
Mahasin Husni ◽  
Bambang Sumardjoko ◽  
Darsinah Darsinah

The success of teaching and learning activities is determined by one of the methods and media of learning. This study aims to determine the needs of learning media, develop learning media based on computer games, and determine the effectiveness of learning media based on computer games on students' motivation and interest in learning. This type of research is Research and Development (RD), referring to the ADDIE development model. Data collection techniques using observation and questionnaires. The data analysis technique is done by analyzing the questionnaire. The results showed that students needed new learning media with the criteria of using computer technology, game-based, having a colorful display, involving an active role in student participation, easy to operate, equipped with characters, login, and voice access rights. A computer game-based learning media application has been developed called "BEBEB" with a very proper assessment from Media Experts and Material Experts. The effectiveness of the "BEBEB" application as a learning media based on computer games increased learning motivation by 16.5% and interest in learning by 24.33%. The study results indicate that the development of computer-based learning media as a strategy to increase students' motivation and interest in learning at SMK Muhammadiyah 2 Andong Boyolali has been able to be implemented properly. This implies that teachers need to provide learning media that can arouse students' motivation and interest in learning, one of which is using computer game-based learning media.


2021 ◽  
Vol 9 (3A) ◽  
Author(s):  
Mohammed Yahya Alghamdi ◽  
◽  
Younis A. Younis ◽  

In higher education, teaching cybersecurity concepts to students such as encryption-based security protocols is a challenging task, but it is fundamental for personal and national security. One of the reasons for this is related to the inadequate mathematical knowledge of students, which limits their understanding of the cryptographic algorithms underlying the protocols. Therefore, higher education institutions are seeking out engaging and effective strategies for developing students’ skills in this area. The aim of this research is to explore the use and potential effectiveness of game-based learning to assist in the teaching and learning of cybersecurity concepts in higher education. It contributes to the literature by raising public interest in cybersecurity and helping learners to understand suitable and safe behaviors online. It also offers a systematic overview of game-based learning tools that have been used in previous studies to improve students’ understanding of cryptographic algorithms. This research also presents a framework for the effective teaching of cryptography in higher education, relying on animation and gamification.


2019 ◽  
pp. 265-271
Author(s):  
Oguamanam Ann Dibugo

This paper sets out to investigate the challenges facing the Nigerian teacher of English language in order to boost effective teaching and learning of the language. The importance of English language in our Nigerian society is glaring and the teacher of English is an important agent in the achievement of proficiency in the spoken and written English. The teacher encounters a lot of challenges in the process of imparting knowledge to English language learners in a second language environment. This study also examines the place of English language in Nigeria, the expected roles of the teacher and proffers some recommendations to these challenges facing the Nigerian teacher of English language.


Author(s):  
Saverio Iacono ◽  
Gianni Vercelli

"The knowledge of a second language is an obligation in educational systems of the European Community for many years and the quality of teaching and learning, especially in Italy, could be largely improved for a better outcome. Methods like Game-based Learning and Gamification could improve and change this outcome, combined with new tools used as educational technology in an immersive context. This paper presents some lessons learned from the adoption of VR / AR within two applications related to language learning. In this context, being immersed in an engaging and fun simulated situation is a good way to practice language conversations. In the last few years the great clamor of new VR / AR devices (HMD, controller, tracker) promotes the creation of new frameworks of extended reality for language learning."


This paper examines the potential role of literature and the Communicative Approach in teaching a second language (SL). This paper mainly focuses on digging out the prospective role of literature and Communicative Approach in teaching SL. Analysis of past studies indicate that teacher usually recourse to Grammar Translation Method for teaching of English language, for this method needs little endeavor and supplementary materials[1]. The reviewed literature has found that this method is ineffective and futile. To critically examine the potential role of literature in combination with Communicative Approach in teaching SL, this paper tries to unearth the current literature and investigates the relevant research works carried out on the importance of exploiting Literature and Communicative Approach for teaching of English language. The present paper found that using literature and communicative approach for teaching of SL is more effective and productive than GTM. In the light of findings of this study, it is recommended that teachers of L2 need to exploit literature and employ Communicative Approach for teaching of second language.


2007 ◽  
Vol 4 (1) ◽  
pp. 73-98
Author(s):  
Manel Lacorte

At the present, the analysis of second language (L2) classroom interaction is one of the most productive areas in the field of L2 teaching and learning. This article describes current theoretical and methodological views of classroom interaction, with specific attention to Spanish as a L2. First, the article examines several theoretical positions that outline the role of interaction on L2 acquisition within certain social, cultural, and political contexts. Then, it focuses on some individual and collective factors involved in the interaction between instructors and students within the L2 classroom, and it discusses some of the social and institutional dimensions that may affect the interaction between the diverse participant agents in the teaching of a L2: instructors, students, administrators, family members, academic institutions, etc. Finally, the article suggests possible pedagogical applications derived from a principled knowledge of contextual and ‘local’ interactive processes in classrooms of Spanish as a L2.


2018 ◽  
Vol 67 (5) ◽  
pp. 213 ◽  
Author(s):  
Nataliia M. Rybka

Processes of gamification of society have been researching by many scientists. The phenomenon of gamification is ambiguous and complex, and the fact that more and more spheres of human activity get signs of the game is of great concern. Though game and play activity is typical to humans, it has always created numerous risks and destructive situations. So, we argue that the ambiguity of the perception of the phenomenon of gamification is caused by the difficulties of understanding it, modern historical conditions and social practices that strongly influence and distort ideas about gamification. The aim of the article is to study the role of gamification on a specific example of using computer games for teaching philosophy in technical institutions of higher education. Game practices activate and educate emotional intelligence. It is especially necessary for students of technical institutions of higher education. The purpose of the analysis is to define both the positive and negative consequences of using games and to suggest a way to overcome possible destructive results. In the course of the research of this problem, the author concentrated on objective, historical and social analysis. Practical approach to methods of terminological analysis, ways of defining and choosing games, are particularly stressed. Looking for methods to overcame negative consequences of gamification, when using games in teaching, we stress the importance of philosophical approach. Because namely systemic, interdisciplinary analysis takes into account many factors of risk and influence of gamification. We suggest that in-deep analysis of compatibility and value of game technologies in teaching philosophy may be useful for overcoming possible negative consequences of gamification in education and training. We also consider that first priority should be given to comprehensive research and definition of methods for assessing the relevance, effectiveness, and even economic feasibility of using game technology for teaching and learning academic subject, as well as for specific topics.


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