Gaming as a way to improve literacies skills in second language learners
Fecha
Director/Asesor
Contribuidores
Título de la revista
ISSN de la revista
Título del volumen
Editor
Título del libro
Tipo
Seleccione un documento PDF para visualizar
Resumen
This conceptual paper examines how teachers can use video games to improve literacies in second languages. In particular, it analyzes how gaming is being used or could be used to improve literacy skills. This paper proposes possible ways these new tools could be integrated in the institutional system. Additionally, it looks at the key points of gaming that can make it a serious option in the classroom. Multiple English lessons and gaming sessions were observed in order to answer these questions. A concept coined by LSLP, LAV or Language as victory is the driving force behind the learning process attributed to video games. This key concept can be used to design a video game course where the students would have to use language as victory in order to successfully complete the game. This approach to second language teaching could potentially save hundreds of teachers all over the world hours of valuable time. This time can then be used to strengthen other language skills that need extra work. With the steady increase of technology use in every aspect of our daily lives, gaming in classrooms could significantly accelerate the language learning process.
