This paper has suggested a game-based concept for teaching a foreign l terjemahan - This paper has suggested a game-based concept for teaching a foreign l Bahasa Indonesia Bagaimana mengatakan

This paper has suggested a game-bas

This paper has suggested a game-based concept for teaching a foreign language based on a case study
implemented in a Greek primary school. The results suggest that the use of foreign language learning
strategies as well as the geography-related content were facilitated and improved. In addition, reading skills,
lexicon, motivation and collaboration were enhanced.
The reason that this game was selected for the described approach is the fact that it includes authentic
material with a meaningful purpose, no confusing graphical interface or complicated control schemes. Instead
it utilizes technological tools (such as Google Earth, QR Codes and websites) that can be easily manipulated by
educators without any specific technological knowledge. Moreover, it can be applied in all levels of education
in order to teach a variety of subjects and enhance a range of learning skills. Therefore it comprises an ideal
educational tool to be implemented in a range of different learning contexts and used for a variety of teaching purposes. Thus this paper can also operate as guide for educators, willing to apply such approaches and
techniques in their classes but are not very technically competent. The core idea is a game approach, based on
an idea which is close to the students’ interests, enriched with authentic and meaningful content, within the
context of the subject to be taught.
Another important issue implied by the present study is that the less advanced students benefited from the
game. Although Egenfeldt-Nielsen (2005: 221) states that “the best students were capable of connecting the
two modes – playing and learning – whereas the least successful don’t make this connection”, it should be
highlighted that there should be more explanation given in relation to this conclusion. The present study
showed that there were students who were not very advanced, but who thanks to the game, were able to
implicate themselves a great deal in the learning activities.
Furthermore, an important issue that is implied through this paper and should be taken into serious
consideration is the urgent need to change teaching methods in order to enhance the skills that future citizens
will need in a digital society. According to Prensky (2005) teachers should learn to use computer games as
tools that provide engaging and effective learning experiences for students. However, teachers with little
experience in the use of computer games are reluctant to use them (Gros, 2007). For this reason, it is
important to design guides that can explain the merits of games to teaching staff and enable them to use them
in a way that is oriented far more towards the acquisition of the knowledge required by the school curriculum
(Gros, 2007). However, it should be taken into serious consideration that there is a series of basic issues that
should be investigated not only from the point of view of educators but also by the computer game designers.
For example, an important issue of computer games to be investigated is the time that is necessarily required
to produce an activity. Generally, the games require many hours and, on occasion, it is difficult to establish the
sequences of play that should be significant for both the students and school curriculum. In this sense, the
most efficient thing to do is to let students continue to advance their knowledge of play outside the classroom,
via the provision of access to the game in the school.
Finally, the aforementioned game concept developed can be seen as a template where different instructors
can introduce different knowledge and contexts to apply game-based learning for their particular subjects and
specific learning goals. Moreover, in implementing, but also researching CLIL, the focus usually lies on ‘typical’
school subjects fostering cognitive learning. Future work can also be carried out to foster others forms of
learning. Apart from that, most research on CLIL is concerned with primary and secondary education. As
recently GBL has also been proposed for adult education, a new form of interactive content is worthy of
exploration for learning purposes. Last but not least, future work includes the transformation of the
aforementioned game into a more interactive one, perfectly suited for additional speaking and listening
activities and grammar-focused activities through the implementation of post-playing tasks designed around
the content of the game.
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This paper has suggested a game-based concept for teaching a foreign language based on a case studyimplemented in a Greek primary school. The results suggest that the use of foreign language learningstrategies as well as the geography-related content were facilitated and improved. In addition, reading skills,lexicon, motivation and collaboration were enhanced.The reason that this game was selected for the described approach is the fact that it includes authenticmaterial with a meaningful purpose, no confusing graphical interface or complicated control schemes. Insteadit utilizes technological tools (such as Google Earth, QR Codes and websites) that can be easily manipulated byeducators without any specific technological knowledge. Moreover, it can be applied in all levels of educationin order to teach a variety of subjects and enhance a range of learning skills. Therefore it comprises an idealeducational tool to be implemented in a range of different learning contexts and used for a variety of teaching purposes. Thus this paper can also operate as guide for educators, willing to apply such approaches andtechniques in their classes but are not very technically competent. The core idea is a game approach, based onan idea which is close to the students’ interests, enriched with authentic and meaningful content, within thecontext of the subject to be taught.Another important issue implied by the present study is that the less advanced students benefited from thegame. Although Egenfeldt-Nielsen (2005: 221) states that “the best students were capable of connecting thetwo modes – playing and learning – whereas the least successful don’t make this connection”, it should behighlighted that there should be more explanation given in relation to this conclusion. The present studyshowed that there were students who were not very advanced, but who thanks to the game, were able toimplicate themselves a great deal in the learning activities.Furthermore, an important issue that is implied through this paper and should be taken into seriousconsideration is the urgent need to change teaching methods in order to enhance the skills that future citizenswill need in a digital society. According to Prensky (2005) teachers should learn to use computer games astools that provide engaging and effective learning experiences for students. However, teachers with littleexperience in the use of computer games are reluctant to use them (Gros, 2007). For this reason, it isimportant to design guides that can explain the merits of games to teaching staff and enable them to use themin a way that is oriented far more towards the acquisition of the knowledge required by the school curriculum(Gros, 2007). However, it should be taken into serious consideration that there is a series of basic issues thatshould be investigated not only from the point of view of educators but also by the computer game designers.For example, an important issue of computer games to be investigated is the time that is necessarily requiredto produce an activity. Generally, the games require many hours and, on occasion, it is difficult to establish thesequences of play that should be significant for both the students and school curriculum. In this sense, themost efficient thing to do is to let students continue to advance their knowledge of play outside the classroom,via the provision of access to the game in the school.Finally, the aforementioned game concept developed can be seen as a template where different instructorscan introduce different knowledge and contexts to apply game-based learning for their particular subjects andspecific learning goals. Moreover, in implementing, but also researching CLIL, the focus usually lies on ‘typical’school subjects fostering cognitive learning. Future work can also be carried out to foster others forms oflearning. Apart from that, most research on CLIL is concerned with primary and secondary education. Asrecently GBL has also been proposed for adult education, a new form of interactive content is worthy ofexploration for learning purposes. Last but not least, future work includes the transformation of theaforementioned game into a more interactive one, perfectly suited for additional speaking and listeningactivities and grammar-focused activities through the implementation of post-playing tasks designed aroundthe content of the game.
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Hasil (Bahasa Indonesia) 2:[Salinan]
Disalin!
Makalah ini telah menyarankan konsep berbasis game untuk mengajar bahasa asing didasarkan pada studi kasus
dilaksanakan di sebuah sekolah dasar Yunani. Hasil penelitian menunjukkan bahwa penggunaan pembelajaran bahasa asing
strategi serta konten terkait geografi difasilitasi dan ditingkatkan. Selain itu, kemampuan membaca,
leksikon, motivasi dan kolaborasi yang ditingkatkan.
Alasan bahwa game ini dipilih untuk pendekatan yang dijelaskan adalah kenyataan bahwa itu termasuk otentik
materi dengan tujuan yang berarti, tidak ada antarmuka grafis membingungkan atau skema kontrol yang rumit. Sebaliknya
itu menggunakan alat teknologi (seperti Google Earth, QR Codes dan website) yang dapat dengan mudah dimanipulasi oleh
pendidik tanpa pengetahuan teknologi tertentu. Selain itu dapat diterapkan di semua jenjang pendidikan
untuk mengajar berbagai mata pelajaran dan meningkatkan berbagai keterampilan belajar. Oleh karena itu terdiri ideal
alat pendidikan untuk diterapkan di berbagai konteks belajar yang berbeda dan digunakan untuk berbagai tujuan pengajaran. Dengan demikian tulisan ini juga bisa beroperasi sebagai panduan bagi pendidik, bersedia untuk menerapkan pendekatan dan seperti
teknik dalam kelas mereka tetapi tidak sangat teknis kompeten. Ide inti adalah pendekatan permainan, berdasarkan
ide yang dekat dengan kepentingan siswa, diperkaya dengan konten otentik dan bermakna, dalam
konteks subjek yang akan diajarkan.
Isu penting lainnya tersirat oleh penelitian ini adalah bahwa kurang mahasiswa tingkat lanjut manfaat dari
permainan. Meskipun Egenfeldt-Nielsen (2005: 221) menyatakan bahwa "siswa terbaik yang mampu menghubungkan
dua mode - bermain dan belajar - sedangkan paling sukses tidak membuat hubungan ini", harus
digarisbawahi bahwa harus ada lebih banyak penjelasan yang diberikan dalam kaitannya dengan kesimpulan ini. Penelitian ini
menunjukkan bahwa ada siswa yang tidak sangat maju, tapi yang berkat permainan, mampu
melibatkan diri banyak dalam kegiatan pembelajaran.
Selanjutnya, isu penting yang tersirat melalui tulisan ini dan harus dibawa ke serius
pertimbangan adalah kebutuhan mendesak untuk mengubah metode pengajaran dalam rangka untuk meningkatkan keterampilan warga masa depan
akan membutuhkan dalam masyarakat digital. Menurut Prensky (2005) guru harus belajar menggunakan game komputer sebagai
alat yang memberikan pengalaman belajar yang menarik dan efektif bagi siswa. Namun, guru dengan sedikit
pengalaman dalam penggunaan game komputer enggan untuk menggunakannya (Gros, 2007). Untuk alasan ini, adalah
penting untuk merancang panduan yang dapat menjelaskan manfaat dari permainan untuk staf pengajar dan memungkinkan mereka untuk menggunakannya
dengan cara yang berorientasi jauh lebih ke arah akuisisi pengetahuan yang diperlukan oleh kurikulum sekolah
(Gros, 2007) . Namun, harus dipertimbangkan serius bahwa ada serangkaian masalah dasar yang
harus diselidiki tidak hanya dari sudut pandang pendidik tetapi juga oleh desainer game komputer.
Misalnya, isu penting dari permainan komputer yang akan diselidiki adalah waktu yang sangat dibutuhkan
untuk menghasilkan suatu kegiatan. Secara umum, permainan membutuhkan banyak jam dan, pada kesempatan, sulit untuk menetapkan
urutan permainan yang harus signifikan untuk kedua mahasiswa dan kurikulum sekolah. Dalam hal ini,
hal yang paling efisien untuk dilakukan adalah membiarkan siswa terus memajukan pengetahuan mereka bermain di luar kelas,
melalui penyediaan akses ke permainan di sekolah.
Akhirnya, konsep permainan tersebut dikembangkan dapat dilihat sebagai template di mana instruktur yang berbeda
dapat memperkenalkan pengetahuan dan konteks yang berbeda untuk menerapkan pembelajaran berbasis game untuk mata pelajaran tertentu dan
tujuan pembelajaran yang spesifik. Selain itu, dalam melaksanakan, tetapi juga meneliti CLIL, fokus biasanya terletak pada 'khas'
pelajaran sekolah mendorong pembelajaran kognitif. Pekerjaan di masa depan juga dapat dilakukan untuk mendorong orang lain bentuk
pembelajaran. Selain itu, sebagian besar penelitian tentang CLIL prihatin dengan pendidikan dasar dan menengah. Seperti
baru-baru GBL juga telah diusulkan untuk pendidikan orang dewasa, bentuk baru dari konten interaktif layak
eksplorasi untuk tujuan belajar. Last but not least, pekerjaan di masa depan termasuk transformasi
permainan tersebut menjadi salah satu yang lebih interaktif, sangat cocok untuk berbicara tambahan dan mendengarkan
kegiatan dan kegiatan tata bahasa-terfokus melalui pelaksanaan tugas pasca-playing dirancang di sekitar
konten permainan.
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Bahasa lainnya
Dukungan alat penerjemahan: Afrikans, Albania, Amhara, Arab, Armenia, Azerbaijan, Bahasa Indonesia, Basque, Belanda, Belarussia, Bengali, Bosnia, Bulgaria, Burma, Cebuano, Ceko, Chichewa, China, Cina Tradisional, Denmark, Deteksi bahasa, Esperanto, Estonia, Farsi, Finlandia, Frisia, Gaelig, Gaelik Skotlandia, Galisia, Georgia, Gujarati, Hausa, Hawaii, Hindi, Hmong, Ibrani, Igbo, Inggris, Islan, Italia, Jawa, Jepang, Jerman, Kannada, Katala, Kazak, Khmer, Kinyarwanda, Kirghiz, Klingon, Korea, Korsika, Kreol Haiti, Kroat, Kurdi, Laos, Latin, Latvia, Lituania, Luksemburg, Magyar, Makedonia, Malagasi, Malayalam, Malta, Maori, Marathi, Melayu, Mongol, Nepal, Norsk, Odia (Oriya), Pashto, Polandia, Portugis, Prancis, Punjabi, Rumania, Rusia, Samoa, Serb, Sesotho, Shona, Sindhi, Sinhala, Slovakia, Slovenia, Somali, Spanyol, Sunda, Swahili, Swensk, Tagalog, Tajik, Tamil, Tatar, Telugu, Thai, Turki, Turkmen, Ukraina, Urdu, Uyghur, Uzbek, Vietnam, Wales, Xhosa, Yiddi, Yoruba, Yunani, Zulu, Bahasa terjemahan.

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