2013
DOI: 10.18052/www.scipress.com/ilshs.8.57
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CALL in the Form of Simulation Games: Teaching English Vocabulary and Pronunciation through Sims

Abstract: When discussing the current state of art with regard to the use of new technologies in foreign and second language learning one thing is blinking sharply: Simulation Games. Simulator games have prepared a great pedagogical context for young sailors and mariners. The importance of creating pedegugical context for sailors and mariners to learn English as a second or foreign language is the essence of this study. Simulation games show potential not just for engaging and entertaining users, but also in promoting l… Show more

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Cited by 14 publications
(13 citation statements)
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“…Alemi (2010) found that word games have a positive effect on vocabulary development as part of second language acquisition. Meihami, Varmaghani and Meihami (2013) strengthened these findings, arguing that CALL and especially simulation games have a significant effect on better English vocabulary and pronunciation learning. Their findings were based on an experiment during which sailors and mariners were divided into 2 groups.…”
Section: Learning Through Gamificationmentioning
confidence: 87%
“…Alemi (2010) found that word games have a positive effect on vocabulary development as part of second language acquisition. Meihami, Varmaghani and Meihami (2013) strengthened these findings, arguing that CALL and especially simulation games have a significant effect on better English vocabulary and pronunciation learning. Their findings were based on an experiment during which sailors and mariners were divided into 2 groups.…”
Section: Learning Through Gamificationmentioning
confidence: 87%
“…The aim of this study was to investigate the effect of different glossing types on learning L2 vocabulary in an EFL context [15][16][17][18][19][20][21][22]. To draw the conclusion on this aim, first a comparison have done between the no glossed condition and glossed condition.…”
Section: Resultsmentioning
confidence: 99%
“…According to Meihami, Meihami, and Varmaghani (2013) "a simulation game tries to copy various activities of real life in the form of games for different purposes: training, analysis, or prediction. Some examples are war, business, and role games" (p. 60).…”
Section: Simulationmentioning
confidence: 99%
“…In education we find experiences such as metaverses, where participants can choose and design an avatar, receive a conference or virtual class, and be transported from one context to another simply by moving the avatar and creating learning communities according to their tastes, needs, and interests. Meihami et al (2013) pointed out that "the simulation gives users the feeling of being in a real context that requires the development of motor skills and analysis to understand these environments and know how to behave in them as they would in real life" (p. 61).…”
Section: Simulationmentioning
confidence: 99%