scholarly journals Enhancing the Creativity of Language Learners Through Humanities Gaming

2020 ◽  
Vol 9 (S1-i2-Dec) ◽  
pp. 55-57
Author(s):  
S R Parameshwaran

The term globalization has made English as a worldwide language that go about as an extension to associate the world. The principle target of this paper is to improve the creative abilities of students through advanced computer games. Games call for new proficiencies that surpass customary perusing and composing abilities through their mechanics, method and mixed media connections. Computerized games request better approaches for seeing and working. Computer games can make more imaginativeness and establish virtual digitalized climate among the students. Incidentally the students can get numerous new vocabularies from computerized computer games. It encourages the students to convey and procure the required potential. Digitalized climate encourage the students to improve the relational abilities in easygoing settings. This climate can give a distinctive differentiation to the customary homeroom. In language securing measure, student gains language in a subliminal route during which they are uninformed of syntactic standards. Along these lines computer games will establish a digitalized climate, where the students can secure the language unwittingly and start to convey in English.

Author(s):  
Mark Grimshaw-Aagaard

Mark Grimshaw-Aagaard addresses the role of sound in the creation of presence in virtual and actual worlds. He argues that imagination is a central part of the generation and selection of perceptual hypotheses—models of the world in which we can act—that emerge from what Grimshaw-Aagaard calls the “exo-environment” (the sensory input) and the “endo-environment” (the cognitive input). Grimshaw-Aagaard further divides the exo-environment into a primarily auditory and a primarily visual dimension and he deals with the actual world of his own apartment and the virtual world of first-person-shooter computer games in order to exemplify how we perceptually construct an environment that allows for the creation of presence.


2011 ◽  
Vol 44 (4) ◽  
pp. 412-446 ◽  
Author(s):  
Bonny Norton ◽  
Kelleen Toohey

In this review article on identity, language learning, and social change, we argue that contemporary poststructuralist theories of language, identity, and power offer new perspectives on language learning and teaching, and have been of considerable interest in our field. We first review poststructuralist theories of language, subjectivity, and positioning and explain sociocultural theories of language learning. We then discuss constructs ofinvestmentandimagined communities/imagined identities(Norton Peirce 1995; Norton 1997, 2000, 2001), showing how these have been used by diverse identity researchers. Illustrative examples of studies that investigate how identity categories like race, gender, and sexuality interact with language learning are discussed. Common qualitative research methods used in studies of identity and language learning are presented, and we review the research on identity and language teaching in different regions of the world. We examine how digital technologies may be affecting language learners' identities, and how learner resistance impacts language learning. Recent critiques of research on identity and language learning are explored, and we consider directions for research in an era of increasing globalization. We anticipate that the identities and investments of language learners, as well as their teachers, will continue to generate exciting and innovative research in the future.


2021 ◽  
pp. 002205742110319
Author(s):  
Sandra Levey

This review presents the Universal Design Learning (UDL) approach to education. Classrooms have become increasingly diverse, with second language learners, students with disabilities, and students with differences in their perception and understanding information. Some students learn best through listening, while others learn best when presented with visual information. Given the increased number of new language learners across the world, the UDL approach allows successful learning for all students. UDL has allowed students to acquire information more effectively. UDL provides guidance to educators that is especially valuable for the diversity of classrooms and the diversity in modalities in learning,


2021 ◽  
Vol 11 (2) ◽  
pp. 453-469
Author(s):  
Patrizia Giampieri

Abstract The World Wide Web has often been considered too vast to be consulted for linguistic purposes or for language learning. This paper will explore whether second language learners can be taught how to navigate the web (i.e., how to perform Google linguistic research, or “Googleology”), in order to improve their language skills. To this aim, a 2 h trial lesson was organized. The trial lesson was delivered to 78 apprentices, divided into groups of 10–15, over a period of six months. During the lesson, the participants were taught how to work with Google Advanced Search syntax. At the end of the lesson, they applied the newly-acquired skills by completing a few tasks concerning term and/or collocational search. The paper findings will highlight that, despite initial hesitation or inaccuracies in completing the exercises, the tasks were performed well. The participants considered the lesson interesting, useful and enjoyable. They felt engaged irrespective of the level of their second language (L2) knowledge, and were more confident in approaching Google Search for linguistic purposes.


Author(s):  
Olga Anatol'evna Bychkova ◽  
Aleksandra Valer'evna Nikitina

The subject of this research is the images of game and gamers. In the space of literary work, they are arrayed in metaphorical and often demonic raiment, receiving moral-ethical interpretation in one or another way. The problem of game and gamer in criticism was regarded by Y. Mann (“On the Concept of Game as a Literary Image”), V. V. Vinogradov (“Style of the Queen of Spades”), E. Dobin (“Ace and Queen”, A. Pushkin’s “The Queen of Spades”), R. Caillois (“Games and People”), British writer and researcher of online games R, Bartle, American scientist Nick Yee, and many others. However, juxtaposition of literature sources on the topic to the research in the field of computer games is conducted for the first time. The scientific novelty consists in the comprehensive examination of the psychological game of the gamer based on the material of Russian literature (A. S. Pushkin “The Queen of Spades”, V. V. Nabokov The Luzhin Defense”) , as well as the modern computer games practice, in which psychological type of the gamer found its realization and development in accordance with genre diversity. Even the Russian classical literature depict game as an autonomous space that encompasses the gamer, and often has devastating effect on their personality. The author also observes an important characterological trait of the gamer: the conceptual, “literal” perception of the world, which is based on the reception of visual images of the world against verbal. Therefore, the Russian literature alongside the research practice of modern videogames from different angles approach examination of the images of “game and gamer”, cognize the factors and consequences of the problems that emerge in this object field, as well as seek for their solution. The data acquired in the course of the conducted comparative analysis is mutually enriching.


2019 ◽  
Vol 3 (I) ◽  
pp. 4-15
Author(s):  
Надія ГОЛІВЕР

The article is devoted to the problem of formation of creative abilities and cognitive interests of students. The main directions of development of the creative person according to the social needs of the present are considered. It is noted that creative activity becomes a form of knowledge of the material-objective world; identifies personality possibilities, new ways of one’s personal development. Therefore, the problem of developing the creative abilities of students in the course of educational and cognitive activity is of an exceptional relevance. The author believes that influencing the organization of creative activity is possible only under certain conditions, in particular: to conduct classes in an atmosphere of mutual understanding and co-creation, perceiving each student as a person; to give preference to the dialogical form of conducting classes, when students have an opportunity: to think independently, to make suggestions, to defend their own point of view, presenting their own arguments; it is advisable to create situations of choice at classes and to enable students to carry it out. The author notes that the observance of certain organizational and methodological conditions can significantly contribute to the development of creative potential of students, namely: the creative vision of the world through the systematic organization of work with students; development of creative values through the proper level of teacher's teaching skills; deepening the perception of the world picture through the integration of various types of students’ creativity, works of art and their figurative reproduction in their own creative activity; individual peculiarities of perception and emotional attitude through the use of the educational potential of the family, organization of creative activity. When performing creative tasks the individual characteristics of students to select the material of the appropriate level of complexity must be taken into account. The article examines the examples of students' creativity during the European Cultures Festival, debates and clubs on the basis of the Kryvyi Rih National University.


2021 ◽  

This book focuses on ethical and methodological issues encountered by researchers working with young language learners in school contexts. The chapters are written by researchers working with children in different classroom contexts around the world and highlight how ethical dilemmas and tensions take on a complex form in child-focused research.


Paranoia ◽  
2008 ◽  
Author(s):  
Daniel Freeman ◽  
Jason Freeman

Over the past few years, a new and deadly epidemic has stalked the land. Britain and the US, just like much of the rest of the world, are getting fat. Around 60 per cent of adults in the UK are heavier than they should be. It’s a similar story in the US, where two-thirds of adults are overweight or extremely overweight (obese). That’s a pretty shocking statistic, but we all know that keeping in shape when you’re trying to balance the demands of work and family life is tough. Who’s got time to get to the gym? Who has the energy to do more than heat up a ready meal after ten hours in the office? Besides, we all get bigger as we get older, don’t we? It’s a metabolism thing—isn’t it? But if you think the statistics for adults are alarming, wait till you find out how our kids are faring. In 2003, 27 per cent of children under 11 in England were either overweight or obese. In the US, where different methods to measure obesity are used, nearly 20 per cent of children aged 6 to 11 were classified as overweight or obese in 2004. The numbers have almost doubled in a decade. How did so many children get to be overweight before they’ve even reached the ripe old age of 11? How do you become overweight when so much of your day is taken up with charging round a playground or park, when you can’t drive, and when you’re not free—like the rest of us—to stuff your face at will with chocolate, crisps, and alcohol? The answer, of course, is a complex one. If adults are eating much less healthily than they used to, so are their kids. Instead of spending their evenings playing outside, children now have the delights of multi-channel television, computer games, and the Internet to choose from. And then there’s the fact that increasing numbers of us just won’t let our children outside on their own. Back in the mid 1970s, we were 6 years old.


2017 ◽  
Vol 5 (1) ◽  
pp. 81
Author(s):  
Leila Kamelifar

Obtaining good scores in IELTS has become a concern for many foreign language learners throughout the world. Therefore, any relevant research to pave the way of applicants' achievement may be considered significant. This study deals with an indispensable element of IELTS writing tasks as teaching cohesive devices and it verifies the effect on writing performance of IELTS task 2. To this end, 30 participants at intermediate level took an IELTS test writing task 2 as the pretest. Then, they went under a 10 session treatment program to learn cohesive devices. At the end, they took a parallel form of IELTS task 2. The scores were obtained. The inter-rater reliability was met. The results of the paired Samples T-test showed that there was a significant difference between the mean scores of pre and post- tests of the participants after being exposed to cohesive devices treatment.


Information ◽  
2020 ◽  
Vol 11 (5) ◽  
pp. 242
Author(s):  
Bartosz Wawrowski ◽  
Iwona Otola

Currently, almost every business entity has one or more social media accounts. This statement is true for companies operating in creative areas as well. Social media make it possible to perform widely understood marketing-oriented undertakings. They allow for toll-free presentation of a particular company, its history, products, achievements, as well as for encouraging prospective customers to visit its websites. Social media marketing plays an important role in the satisfactory advertising of creative brands, companies, and products. The aim of this article is to discuss the possibilities of utilizing social media marketing by a creative company dealing with the production of computer games. The authors have attempted to analyze selected elements of computer game promotion opted for by the CD Projekt Capital Group. As of currently, The Witcher game is a product that is well known and highly appreciated all over the world. Nevertheless, its promotion has required the utilization of a proper marketing strategy, based on social media-specific tools.


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