JALT2018 Presentation

Game-based language learning:
It’s not all fun and games

The aim of this presentation was to:

  1. Give an overview of the main research trends of GBLL
  2. Compare GBLL to gamification
  3. Provide details of my own approach to TBLT-informed GBLL
  4. Give advice to those interested in GBLL

This post contains the presentation video, slides, and references used during the presentation.

Video

#JALT2018 presentation video

Slides

References

  • Becker, K. (2016). Choosing and using digital games in the classroom: A practical guide. Springer.
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  • Cornillie, F., Thorne, S. L., & Desmet, P. (2012). ReCALL special issue: Digital games for language learning: challenges and opportunities. ReCALL, 24(03), 243–256. https://doi.org/10.1017/S0958344012000134
  • deHaan, J. (2019) Teaching language and literacy with games: What? How? Why? Manuscript submitted for publication.
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  • García-Carbonell, A., MacDonald, P., Pérez-Sabater, C., & Montero-Fleta, B. (2016). Simulation and Gaming in Virtual Language Learning Literacy. In Simulation and Gaming in the Network Society (pp. 95-105). Springer, Singapore.
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Thanks for reading!

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