期刊文献+

计算机语言学习游戏研究初探 被引量:3

Computer Language Learning Games & Edutainment
原文传递
导出
摘要 随着人们对信息技术的频繁使用,教学方式也在渐渐地发生着变化,计算机网络游戏逐渐成为驱动外语学习的一种新方式。本文认为专门为教育设计的游戏可以把游戏互动的优点与以技术为媒介的语言学习整合起来,并同时增加语言学习的愉快感,达到“寓教于乐”的目的。这就需要对目前计算机语言学习游戏的现状有一个透彻的了解。本文系统地阐述了计算机语言学习游戏的基本含义、特点、发展脉络、理论基础、实际应用、国内外研究现状及其存在的问题,并提出了建设性意见。 Electronic games have assumed an important place in the lives of students. Students acquire digital literacy informally, through play, but neither schools nor other educational institutions take sufficient account of this important aspect. This paper considers that multimedia design for training and education should combine the most powerful features of interactive multimedia design with the most effective principles of technologically-mediated learning. An examination of the evolution of the design of videogames is a good way to analyze the main contributions and characteristics of game-based learning environments. The paper also discusses the meaning and the features of computer serious games, its theory bases, its evolution and the main obstacles and challenges to the use of games for learning.
作者 张蔚磊
出处 《外语电化教学》 CSSCI 2011年第5期76-80,共5页 Technology Enhanced Foreign Language Education
基金 上海外国语大学研究生科研基金项目资助
关键词 语言学习 计算机游戏 外语教学 Language learning Serious games Foreign language teaching
  • 相关文献

参考文献14

  • 1Ampatzoglou, A. & Chatzigeogiou, A. Evaluation of object- oriented design patterns in game development [ J]. Informa- tion and Software Technology,2007 (49).
  • 2Egenfeldt-Nielsen, S. Beyond edutaiment. Unpublished dis- sertation, University of Copenhagen[ D ]. Copenhagen, Den- mark ,2005.
  • 3Gros, B. Pantalets, Judges Alphabetization Digital [ M ]. Bilbao : Desclee deBrouwer,2007.
  • 4Kiili, K. Digital game-based learning: Towards an experien- tial gaming model [ J ]. lnternet and Higher Education, 2005 (8).
  • 5Kirschner. Cognitive load theory: Implications of cognitive load theory on the design of learning[J]. Learning and in- struction Elsevier,2002.
  • 6Lucia Pannese & Maria Carlesi. Games and learning come together to maximiseeffectiveness: The challenge of bridging the gap[ J ]. British Journal of Educational Technology ,2007 (38).
  • 7Nonaka & Takeuchi. The Knowledge-Creating Company:How Japanese Companies Create the Dynamics of Innovation [ M ]. USA : Oxford University Press, 1995.
  • 8Prensky, M. Digital Game-Based Learning[ M]. New York : McGraw Hill Press ,2001.
  • 9Rollings, A. & Adams, E. Andrew Rollings and Ernest Ad- ams on Game Design[ M]. USA: New Riders,2003.
  • 10Shaffer, D. W., Squire, K. D., Halverson, R. & Gee, J. P. Video games and the future of learning[J]. Phi Delta Kappan ,2005 ( 87 - 2 ).

二级参考文献9

共引文献77

同被引文献12

引证文献3

二级引证文献7

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部