2006
DOI: 10.1108/17415650680000070
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The SIMs meet ESL Incorporating authentic computer simulation games into the language classroom

Abstract: Despite their motivational appeal to learners, innovative and technologically advanced computer simulation games targeting native English speakers frequently remain beyond the competence of ESL learners as independent didactic tools. Guided by Chapelle’s (2001) criteria for determining CALL task appropriateness, this paper illustrates how the popular authentic simulation, The SIMs, can be adapted to enhance vocabulary learning through supporting materials. Adult ESL learners completed a five‐week unit, experie… Show more

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Cited by 134 publications
(106 citation statements)
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“…One of the most common is the use of internet, particularly Web 2.0 applications (Chan, 2016;Che Wan et al, 2014), video call (Correa, 2014) as well as smartphones (Ncube & Suleman, 2014;Kurtz, 2012). Apart from the internet, the use of gaming as a language learning tool has also been observed in several studies (Bytheway, 2015;Piirainen-Marsh & Tainio, 2009;Miller & Hegelheimer, 2006). Other out of class activities that language learners found useful in improving their language skills are through conversation (Jones et al, 2008) and leisure reading (Habibi et al, 2015;Cheng et al, 2009).…”
Section: The Effects Of English Movies Towards Language Learning Processmentioning
confidence: 99%
“…One of the most common is the use of internet, particularly Web 2.0 applications (Chan, 2016;Che Wan et al, 2014), video call (Correa, 2014) as well as smartphones (Ncube & Suleman, 2014;Kurtz, 2012). Apart from the internet, the use of gaming as a language learning tool has also been observed in several studies (Bytheway, 2015;Piirainen-Marsh & Tainio, 2009;Miller & Hegelheimer, 2006). Other out of class activities that language learners found useful in improving their language skills are through conversation (Jones et al, 2008) and leisure reading (Habibi et al, 2015;Cheng et al, 2009).…”
Section: The Effects Of English Movies Towards Language Learning Processmentioning
confidence: 99%
“…According to the authors, the findings can be explained by cultural and affective factors, which thus need to be taken into account if gaming is to be implemented in L2 English classrooms. Other studies suggest that digital gaming may be particularly beneficial for vocabulary acquisition (see, e.g., Cheung & Harrison, 1992;Miller & Hegelheimer, 2006;Ranalli, 2008;Rankin, Gold & Gooch, 2006). A close relative to vocabulary is collocations and a good command of collocational patterns is indicative of L2 fluency (Boers, Eyckmans, Kappel, Stengers & Demecheleer, 2006).…”
Section: Background: Previous Research On Call and L2 English Learnersmentioning
confidence: 99%
“…A inserção de jogos digitais no contexto escolar pode promover interação, motivação e agência nos alunos (REIS; BILIÃO, 2014;MILLER;HEGELHEIMER, 2006), pois jogos digitais ensinam, inspiram, envolvem e unem seus usuários, apresentando grande potencial para atender às necessidades educacionais. Ranalli (2008) afirma que existem vários benefícios com jogos digitais em sala de aula (notadamente os jogos de simulação), incluindo a promoção do processamento cognitivo e do envolvimento ativo, além do uso da língua estrangeira como um meio de comunicação.…”
Section: Jogos Digitais E Ensino E Aprendizagem De Línguas Estrangeirasunclassified