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Published byMolly Nash Modified over 8 years ago
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Affordances of gaming virtual environments for Second language development
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Second language Theories Internationalist hypothesis: Comprehensive input Negotiation of meaning Sociocultural theory: Mediation of meaning Interaction with Peers Zone of proximal Development
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Learning Affordances Learning: autonomous, individual, learner- centered, immersive, customized, collaborative, task-based Access: NS, cultural artifacts & values, linguistic competence, incidental voc. Acq. Environment: input-rich, realistic, engaging, interactive Communication: Authentic, purposeful, socially contextualized
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Challenges Digital literacy Attitude towards gaming Gaming experience Cost of Equipment Overlap between game-play and learning
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Example http://www.youtube.com/watch?v=UhfaGbt W4Sg&feature=related http://www.youtube.com/watch?v=UhfaGbt W4Sg&feature=related
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