Structuring Narrative in 3D Digital Game‐Based Learning Environments to Support Second Language Acquisition
Datos Bibliográficos
| ID | 8936087 |
|---|---|
| Autores | David O Neville (Elon University, autor de correspondencia) |
| Año | 2010 |
| Volumen | 43 |
| Número | 3 |
| Páginas | 446-469 |
| Fecha de publicación | 2010-08-16 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Foreign Language Annals (JOURNAL) |
| Identificadores de la revista | ISSN: 0015-718X • E-ISSN: 1944-9720 |
| Editorial | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/j.1944-9720.2010.01092.x |
| OpenAlex | W2077666125 |
| Idioma | EN |
| Citas recibidas | 6 |
| Referencias citadas | 38 |
The essay is a conceptual analysis from an instructional design perspective exploring the feasibility of using three‐dimensional digital game‐based learning (3D‐DGBL) environments to assist in second language acquisition (SLA). It examines the shared characteristics of narrative within theories of situated cognition, context‐based approaches to SLA, and game studies as a means of developing meaningful, engaging, and instructional gameplay in 3D‐DGBL environments. The article concludes with a design rubric proposed for aligning gameplay in 3D‐DGBL environments with concise performance objectives in order to support assessable learning outcomes. A theoretical approach for designing 3D‐DGBL environments, the essay invites further discussion on the topic and calls for increased research and development in the area
Context (archaeology · Game-Based Learning · Instructional design · Linguistics · Mathematics education · Multimedia · Narrative · Perspective (graphical · Rubric · Second-language acquisition · Situated · Situated learning · Structuring · Artificial Intelligence · Computer Science · EFL/ESL Teaching and Learning · Innovative Teaching and Learning Methods · Psychology · Second Language Learning and Teaching
The Cambridge Companion to Vygotsky
Actual Minds, Possible Worlds
Communities of Practice
The Rise of Identity in SLA Research, Post Firth and Wagner (1997)
What video games have to teach us about learning and literacy
Foreign Languages and Higher Education
Instructional design models for well-structured and III-structured problem-solving learning outcomes
Language Learners' Sociocultural Positions in the L2
Life history and narrative
Context and culture in language teaching
Sociocultural theory and second language acquisition
Narrative configuration in qualitative analysis
The situativity of knowing, learning, and research
Situated Learning
What Are We Really Looking at
The Narrative Construction of Reality
| Obras citantes distintas | 6 |
|---|---|
| Citas por año | 0,75 |
| Intervalo de citas | 2018 - 2025 (8) |
| Velocidad de citación | recent |
| Altamente citado | No |
| Tipos de cita | Neutras: 5 |