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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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