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Article
Author(s)
Marguerite Coutinho
Full-Text PDF XML 659 Views
DOI:10.17265/2161-623X/2017.04.001
Affiliation(s)
Nottingham University, Nottingham, England
ABSTRACT
This research project presents
a practical evidence-based investigation into whether video games can be used to
enhance the linguistic skills of adults learning English as a second language (L2) in the Middle East. It
explores the possibilities of harnessing a
particular video game in the form of Web 2.0 tools, as
the media of online, as well as, face-to-face instruction in a post-compulsory educational
environment. The project seeks to illustrate the usefulness of integrating video
games for Arabic speakers studying English at a higher education institution (HEI) for
six hours a day having little or no motivation. The research identifies obstacles
in the learners’ ability to acquire the L2, which in this case is English, in the educational system
of a particular curriculum. It offers a way in which to surmount the obstacles in
terms of content as well as methodology by exploring the possibility of incorporating
a video game into the curriculum to provide innovative instruction for the learners.
This study adopts the active or practical participatory project method in the form
of an experiment or pilot study. The study describes how to play a video game proved
to be advantageous to the group of learners in question in preparing for their International English Language Testing System (IELTS) examination through
a variety of literacy practices based on the video game.
KEYWORDS
video game, motivation, second language (L2) learners, examination, literacy practices
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