Jonathan deHaan
Datos Biográficos
| ID | 5434951 |
|---|---|
| NOMBRE | Jonathan deHaan |
| NOMBRES | Jonathan |
| APELLIDO | deHaan |
| FIRMA | DEHAAN J |
| AFILIACIONES | New York University |
| ORCID | 0000-0002-4775-4112 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 3 |
| TOTAL DE CITAS | 4 |
| TOTAL COMO AUTOR | 3 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2005 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2024 |
| ÍNDICE H | 1 |
Postdigital Videogames Literacies
This article is a collective response to the 2003 iteration of James Paul Gee’s What Video Games Have to Teach Us About Learning and Literacy . Gee’s book, a foundational text for those working in game studies, literacy studies, and education, identified 36 principles of ‘good learning’ which he argued were built into the design of good games, and which have since been used to unsettle the landscape of formal education. This article brings togeth…
Playing a new game—An argument for a teacher‐focused field around games and play in language education
In this paper, we argue that current research on games in language education, predominantly framed as “digital game‐based language learning” (DGBLL), is lacking details regarding the role of teachers, or more precisely, the verbalization of the pedagogical underpinnings, scaffolds, and techniques teachers use to successfully integrate games and play in their teaching contexts. Thus, we propose a new direction of research that emphasizes the impor…
Acquisition of Japanese as a Foreign Language Through a Baseball Video Game
Video games have become increasingly more popular and more technologically advanced. This one-month study used interview, observation, self-report, and reading and listening test data to demonstrate and investigate how one intermediate Japanese-as-a-foreign-language (JFL) student improved his listening comprehension and kanji character recognition by playing a Japanese baseball video game. It is suggested that language acquisition was facilitated…
Acquisition of Japanese as a Foreign Language Through a Baseball Video Game
Video games have become increasingly more popular and more technologically advanced. This one-month study used interview, observation, self-report, and reading and listening test data to demonstrate and investigate how one intermediate Japanese-as-a-foreign-language (JFL) student improved his listening comprehension and kanji character recognition by playing a Japanese baseball video game. It is suggested that language acquisition was facilitated…
Playing a new game—An argument for a teacher‐focused field around games and play in language education
In this paper, we argue that current research on games in language education, predominantly framed as “digital game‐based language learning” (DGBLL), is lacking details regarding the role of teachers, or more precisely, the verbalization of the pedagogical underpinnings, scaffolds, and techniques teachers use to successfully integrate games and play in their teaching contexts. Thus, we propose a new direction of research that emphasizes the impor…
Acquisition of Japanese as a Foreign Language Through a Baseball Video Game
Video games have become increasingly more popular and more technologically advanced. This one-month study used interview, observation, self-report, and reading and listening test data to demonstrate and investigate how one intermediate Japanese-as-a-foreign-language (JFL) student improved his listening comprehension and kanji character recognition by playing a Japanese baseball video game. It is suggested that language acquisition was facilitated…
Playing a new game—An argument for a teacher‐focused field around games and play in language education
In this paper, we argue that current research on games in language education, predominantly framed as “digital game‐based language learning” (DGBLL), is lacking details regarding the role of teachers, or more precisely, the verbalization of the pedagogical underpinnings, scaffolds, and techniques teachers use to successfully integrate games and play in their teaching contexts. Thus, we propose a new direction of research that emphasizes the impor…
Postdigital Videogames Literacies
This article is a collective response to the 2003 iteration of James Paul Gee’s What Video Games Have to Teach Us About Learning and Literacy . Gee’s book, a foundational text for those working in game studies, literacy studies, and education, identified 36 principles of ‘good learning’ which he argued were built into the design of good games, and which have since been used to unsettle the landscape of formal education. This article brings togeth…
Artificial Intelligence (2 obras) · Artificial Intelligence (2 obras) · Computer Science (2 obras) · EFL/ESL Teaching and Learning (2 obras) · Mathematics education (2 obras) · Psychology (2 obras) · Active listening (1 obras) · Argument (complex analysis (1 obras) · Character (mathematics (1 obras) · Communication (1 obras)