Game of Words: Prototype of a Digital Game Focusing on Oral Production (and Comprehension) through Asynchronous Interaction

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Bibliographic Details
Title: Game of Words: Prototype of a Digital Game Focusing on Oral Production (and Comprehension) through Asynchronous Interaction
Language: English
Authors: Loiseau, Mathieu, Hallal, Racha, Ballot, Pauline, Gazidedja, Ada
Source: Research-publishing.net. 2016.
Availability: Research-publishing.net. La Grange des Noyes, 25110 Voillans, France. e-mail: info@research-publishing.net; Web site: http://research-publishing.net
Peer Reviewed: Y
Page Count: 7
Publication Date: 2016
Document Type: Speeches/Meeting Papers
Reports - Descriptive
Descriptors: Educational Games, Technology Uses in Education, Educational Technology, Second Language Learning, Oral Language, Language Proficiency, Competence, Asynchronous Communication, Role Playing, Simulated Environment, Questionnaires, Teaching Methods
Abstract: In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in this paper how we adapted them into a digital game, taking decisions prompted by language learning but also addressing technical and contextual issues. We resort to the literature on communicative strategies to justify the expected outcomes of using this game and describe certain feedback stemming from self enrolling user tests performed by language teachers in early 2016. We conclude by describing the next steps in this research. [For the complete volume of short papers, see ED572005.]
Abstractor: As Provided
Number of References: 10
Entry Date: 2017
Accession Number: ED572202
Database: ERIC
Description
Abstract:In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in this paper how we adapted them into a digital game, taking decisions prompted by language learning but also addressing technical and contextual issues. We resort to the literature on communicative strategies to justify the expected outcomes of using this game and describe certain feedback stemming from self enrolling user tests performed by language teachers in early 2016. We conclude by describing the next steps in this research. [For the complete volume of short papers, see ED572005.]