Essays about: "Video Game Literacy"

Found 4 essays containing the words Video Game Literacy.

  1. 1. VIDEO GAME-BASED LANGUAGE LEARNING AND LITERACY A systematic review of the current state of research on video game-based learning and language learning

    University essay from Institutionen för tillämpad informationsteknologi

    Author : Oscar Holst; [2023-02-01]
    Keywords : game-based learning; language learning; literacy;

    Abstract : Over the last decades, the video game medium has become increasingly popular-ized and technologically advanced. Consequently, the learning sciences have started to investigate the pedagogical potential of this medium. Literacy researchers have argued that unique features of the video game medium offer possibilities for effective language learning. READ MORE

  2. 2. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    University essay from Lunds universitet/Engelska

    Author : Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Keywords : Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Abstract : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. READ MORE

  3. 3. Making Room for Play : A play-centric workshop proposal for increasing girls' game literacy and access to games

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Leoni Bassenge; [2021]
    Keywords : Game access; game literacy; game workshop; play-centric; video games; marginalization; gender and games; speltillgång; spelkunnighet; spel-workshop; spel-fokus; videospel; marginalisering; kön och spel;

    Abstract : This thesis addresses the gender-specific game access inequalities that exist between male and non-male children. To do this, it proposes a conceptual workshop design named SpielRaum, which aims to offer teens of marginalized genders a safe space to access games. READ MORE

  4. 4. Interpretation of game sounds with personal experience and auditory literacy

    University essay from Södertörns högskola/Institutionen för naturvetenskap, miljö och teknik

    Author : Adam Daregård Thörnqvist; [2019]
    Keywords : ;

    Abstract : This study concerns differences between two different generations of people, the younger generation born the year 2000, compared with the older generation born from the 1960s. This study compares these two groups in how they interpret sounds in video games and their affective response to them. READ MORE