Tertiary Students' Experience with Digital Language Games for Enhancing the English Language

2022 ◽  
Vol 12 (1) ◽  
pp. 0-0

Recently, digital games are used as a form of new media with massive potential for learning the English Language. To understand the typology of user experiences with digital games, the Presence-Involvement-Flow Framework (PIFF) was utilized. A series of semi-structured interviews were conducted with ten tertiary students in Northern Malaysia. Participants were asked to download and familiarize five digital language games (Duolingo, Memrise, Word Connect, Word Domination and Word Tower Puzzles) before the interviews. Thematic analysis technique was used to analyze the responses. The study’s thematic network comprises four global themes (Game Structure, Feelings, Skills Gained and Prerequisites) and seven organizing themes (Instruction, Game Design, Positive Emotional Outcome, Negative Emotional Outcome, Soft Skills, Technical Skills and Skills Required). The result is expected to be a good guideline or research framework for practitioners and researchers in exploring further the concept of user experience with English language digital games.

Accurate pronunciation has a vital role in English language learning as it can help learners to avoid misunderstanding in communication. However, EFL learners in many contexts, especially at the University of Phan Thiet, still encounter many difficulties in pronouncing English correctly. Therefore, this study endeavors to explore English-majored students’ perceptions towards the role of pronunciation in English language learning and examine their pronunciation practicing strategies (PPS). It involved 155 English-majored students at the University of Phan Thiet who answered closed-ended questionnaires and 18 English-majored students who participated in semi-structured interviews. The findings revealed that students strongly believed in the important role of pronunciation in English language learning; however, they sometimes employed PPS for their pronunciation improvement. Furthermore, the results showed that participants tended to use naturalistic practicing strategies and formal practicing strategies with sounds, but they overlooked strategies such as asking for help and cooperating with peers. Such findings could contribute further to the understanding of how students perceive the role of pronunciation and their PPS use in the research’s context and other similar ones. Received 10th June 2019; Revised 12th March 2020; Accepted 12th April 2020


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


Author(s):  
Anealka Aziz Hussin ◽  
Tuan Sarifah Aini Syed Ahmad

Engaging students in language activities can sometimes be challenging for language educators. One of the ways to engage students in language activities is through language games. Language games can motivate students to communicate, strengthens their ability to comprehend the language and enhance their problem-solving and cognitive skills. Language games also have a vast potential to increase engagement of the students, thus lead to the creation of the Conquer & Score: The Derivational Island. It is a word formation enrichment game catering to students learning lexicology and linguistics. The topic was chosen based on the result of an online quiz on the types of morphemes. The game focuses on the derivational morphemes used to form the English language words. The game requires knowledge of morphology as well as basic lexical analysis skills. The game provides educators a fun and engaging reinforcement activity for the students. Gamification elements used in the game such as rewards, flexible learning path and progress indicator offer a safe environment for competition, which can motivate students to outdo each other to win the game. This paper also highlights some important aspects of games in learning.


Author(s):  
Wina Lova Riza

 This study aims to determine the psychological dynamics of former drug addicts, starting from drug abuse until they become addicted, deciding to stop using them. This study uses a qualitative approach, the subject or informant is determined using a non-probability sampling technique with a purposive sampling type based on predetermined criteria, which involves one informant, namely a male (F) aged 42 years. Data collection methods used in this study are in-depth interviews (in depth interviews), where researchers will interview informants with semi-structured interviews. In addition, researchers also used observation and psychological tests, which are graphic tests in the form of DAM (Draw a Man) and BAUM (tree drawing) tests, and intelligence tests using WAIS. The data analysis technique used is case study analysis of case / incident patterns. Based on the results of research F became a drug addict because of the learning process, where the enjoyment and lack of parental supervision is a reinforcement to continue using drugs. Generalization of people, places, pleasure makes it difficult for F to stop using drugs.   Keywords: Psychological Dynamics, Drug Addicts. Penelitian ini bertujuan untuk mengetahui dinamika psikologis mantan pecandu napza, dimulai dari awal menyalahgunan napza hingga menjadi kecanduan, memutuskan untuk berhenti memakai. Penelitian ini menggunakan pendekatan kualitatif, Subjek atau informan ditentukan dengan menggunakan tehnik sampling non-probability sampling dengan tipe purposive sampling berdasarkan kriteria yang telah ditentukan, yaitu melibatkan satu informan, yaitu laki-laki (F) yang berusia 42 tahun. Metode pengumpulan data yang digunakan dalam penelitian ini adalah dengan wawancara secara mendalam (in depth interview), dimana peneliti akan menwawancarai informan dengan wawancara semi terstruktur. Selain itu peneliti juga menggunakan observasi serta menggunakan tes-tes psikologi, yaitu tes grafis berupa tes DAM (Draw a Man) dan BAUM (tes menggambar pohon), serta tes inteligensi dengan menggunakan WAIS. Tehnik analisis data yang digunakan adalah menggunakan analisis studi kasus pola kasus/kejadian. Berdasarkan hasil penelitian F menjadi pecandu narkoba karena adanya proses belajar, dimana kenikmatan dan kurangnya pengawasan orang tua merupakan reinforcement untuk terus menggunakan napza. Adanya generalisasi terhadap people, place, pleasure menyebabkan F sulit untuk berhenti menggunakan napza. Kata Kunci: Dinamika Psikologis, Mantan Pengguna Napza


2021 ◽  
pp. 154041532110117
Author(s):  
Cheryl A. Smith-Miller ◽  
Diane C. Berry ◽  
Cass T. Miller

Introduction: Evidence suggests that gender may influence many aspects of type 2 diabetes (T2DM) self-management (SM) and we posit that limited English language–proficient Latinx immigrants face additional challenges. Methods: Instruments and semi-structured interviews were used to examine gender differences on health literacy, diabetes knowledge, health-promoting behaviors, diabetes, eating and exercise self-efficacy (SE), and T2DM SM practices among a cohort of limited English language–proficient Latinx immigrants. Statistical and qualitative analysis procedures were performed comparing males and females. Results: Thirty persons participated. Males tended to be older, have higher educational achievement, and more financial security than females. Physiologic measures tended worse among female participants. Health literacy and exercise SE scores were similar, but females scored lower on Eating and Diabetes SE. Forty-seven percent ( n= 9) of the women reported a history of gestational diabetes mellitus and a majority of men ( n = 7) cited difficulty with excessive alcohol. Consumption: Males appeared to receive more SM support compared to females. Females more frequently noted how family obligations and a lack of support impeded their SM. Work environments negatively influenced SM practices. Conclusion: Men and women have unique SM challenges and as such require individualized strategies and support to improve T2DM management.


2012 ◽  
Vol 2 (2) ◽  
pp. 75-89 ◽  
Author(s):  
Ricardo Javier Rademacher Mena

In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle’s online player types and Robert Caillois’ play complexity. This Extended Entertainment Grid is then analyzed, revealing an interesting synergy between both men’s ideas. The main work of this paper, the Updated Entertainment Grid, is then created as a result of this analysis. This grid can be used by teachers as an interesting introduction and application of these taxonomies, by researchers interested in better understanding digital games and their players, and by designers interested in using the grid as part of their game design process.


2021 ◽  
pp. 155541202110053
Author(s):  
Eduardo H Luersen ◽  
Mathias Fuchs

In this article, we describe three layers of ruins related to computer game technology: in a surface layer, we examine the imagery of ruins in digital games, highlighting game design tools for developing in-game ruination. Secondly, we approach the industrial design model of technological obsolescence as an infrastructural layer that intrinsically demands the production of new provisional spaces for material decay. Lastly, through a waste layer, we unfold the geopolitical dimension of technological obsolescence, calling attention to the transcontinental flows of electronic waste, which also underscores a geological stage of ruination. While exploring these different layers of ruins, we wish to perceive how game design models might relate to different forms of contemporary ruination, inquiring what such material traces have to say as strata of the complex deterioration processes of present-day media.


Author(s):  
Bob De Schutter

Considering the popularity of digital games among older adults and the challenge of population ageing, this article identified a need for an integrated game design framework aimed at older audiences. An analysis of the literature on play in later life demonstrated how the literature is dominated by two themes, i.e., the benefits of playing digital games and the issue of accessibility. While this underlying model has been demonstrated to contribute to successful designs, it also risks reducing games to its motivational characteristics and ageing to cognitive and physical decline. The author therefore reviewed the literature on game design and later life to develop a design approach that considers the multi-faceted nature of ageing as well as the intrinsic value of digital games. The resulting “Gerontoludic Design Framework” sets meaningful play as the intended outcome of game design for older adults, identifies iterative player-centered design as its preferred design approach, and extends the MDA framework by suggesting age-specific aesthetics and mechanics.


2013 ◽  
Vol 3 (1) ◽  
pp. 72-85 ◽  
Author(s):  
Shanthi Balraj Baboo

Many children grow up in contemporary Malaysia with an array of new media. These include television, video games, mobile phones, computers, Internet, tablets, iPads and iPods. In using these new media technologies, children are able to produce texts and images that shape their childhood experiences and their views of the world. This article presents some selected findings and snapshots of the media lifeworlds of children aged 10 in Malaysia. This article is concerned with media literacy and puts a focus on the use, forms of engagement and ways that children are able to make sense of media technologies in their lives. The study reveals that children participate in many different media activities in their homes. However, the multimodal competencies, user experiences and meaning-making actions that the children construct are not engaged with in productive ways in their schooling literacies. It is argued that media literacy should be more widely acknowledged within home and school settings.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jessie Nixon

Purpose This paper aims to demonstrate how teaching the discourse of critique, an integral part of the video production process, can be used to eliminate barriers for young people in gaining new media literacy skills helping more young people become producers rather than consumers of digital media. Design/methodology/approach This paper describes an instrumental qualitative case study (Stake, 2000) in two elective high school video production classrooms in the Midwestern region of the USA. The author conducted observations, video and audio recorded critique sessions, conducted semi-structured interviews and collected artifacts throughout production including storyboards, brainstorms and rough and final cuts of videos. Findings Throughout critique, young video producers used argumentation strategies to cocreate meaning, multiple methods of inquiry and questioning, critically evaluated feedback and synthesized their ideas and those of their peers to achieve their intended artistic vision. Young video producers used feedback in the following ways: incorporated feedback directly into their work, rejected and ignored feedback, or incorporated some element of the feedback in a way not originally intended. Originality/value This paper demonstrates how teaching the discourse of critique can be used to eliminate barriers for young people in gaining new media literacy skills. Educators can teach argumentation and inquiry strategies through using thinking guides that encourage active processing and through engaging near peer mentors. Classroom educators can integrate the arts-based practice of the pitch critique session to maximize the impact of peer-to-peer learning.


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