Essays about: "games in the classroom"

Showing result 1 - 5 of 57 essays containing the words games in the classroom.

  1. 1. Gender Equality in the English Classroom : Teachers’ Attitudes Toward Incorporating Gender Equality in Their Teaching of Upper Secondary School English

    University essay from Mälardalens universitet/Akademin för utbildning, kultur och kommunikation

    Author : Johanna Ly; [2024]
    Keywords : Teachers; upper secondary school; EFL; group work; cooperative learning;

    Abstract : The aim of this study is to attain a deeper understanding of how English teachers approach the incorporation of gender equality in their English teaching, and the challenges and successes encountered in their pedagogical method. The study takes a qualitative approach, where the research examines the attitudes, teaching strategies and practical experiences of English teachers through semi-structured interviews. 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. Vocabulary development within an informal environment : Ordförrådsutveckling i en informell miljö

    University essay from Malmö universitet/Fakulteten för lärande och samhälle (LS)

    Author : Felix Wilke; [2023]
    Keywords : Vocabulary acquisition; Extramural activities; Extramural English; Vocabulary; EFL; Vocabulary learning; L2; YELL;

    Abstract : This paper investigates the informal environment that pupils ages 3-12 are a part of while they are not in school and how extramural tools aid their vocabulary learning. According to Sundqvist and Wikström (2016) children today are growing up in a world of digital development and advancement and at the same time being a part of it. READ MORE

  4. 4. THE USE OF PROGRAMMING AS A TOOL FOR DESIGN BASED LEARNING IN BIOLOGY A classroom experiment in a 5th grade class

    University essay from Institutionen för tillämpad informationsteknologi

    Author : Ahoo Shokraiefard; [2022-09-15]
    Keywords : STEM education; Middle school; Block programming; Designed based learning; Inquiry-based learning;

    Abstract : The purpose of education is to prepare students for the future. The goal of integrating STEM (Science, Technology, Engineering, and Mathematics) into education is to develop scientific and technological knowledge in students, to prepare them for an advanced technological and democratic society, and to broaden their perspective of how to use, create, and make decisions about technology, and not less important, to prepare them for their future jobs (Honey, Pearson, and Schweingruber, 2014; Eng lish and King, 2015; Holbrook, 2017; Lachapelle et al. READ MORE

  5. 5. Life is Strange 2. Digital Game-Based Language Learning in an EFL Context

    University essay from Göteborgs universitet / Lärarutbildningsnämnden

    Author : Ida Sahlin; [2022-08-03]
    Keywords : Digital Game-Based Language Learning DGBLL ; Commercial Off-the Shelf COTS Games; Second Language L2 ; English as a Foreign Language EFL ;

    Abstract : This study looked at the impact of Digital Game-Based Language Learning (DGBLL) and Life is Strange 2: Episode One, a commercial off-the-shelf (COTS) video game, on the listening comprehension of twelve Swedish Upper Secondary English as a Foreign Language (EFL) pupils. Two studies were conducted to answer the following research questions. READ MORE