Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Game-based Learning and its Application to Foreign Language Learning in Montenegro

Bibliographic Data

ID22326998
AuthorsIgor Ivanovic (0000-0002-7372-104X, University of Montenegro, corresponding author)
Year2024
Publication date2024-01-12
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueFolia linguistica et litteraria (JOURNAL)
Journal identifiersISSN: 1800-8542 • E-ISSN: 2337-0955
PublisherFaculty of Philology - University of Montenegro (PUBLISHER)
DOI10.31902/fll.46.2023.7
OpenAlexW4390880197
LanguageEN
References cited4

This paper deals with some practical aspects of game-based learning (GBL) in terms of foreign language acquisition. The main premise of this paper is that game-based learning is inherently more suitable for language learning than a traditional classroom, since it is based on the concept of playfulness, which is an integral part of the personalities of virtually all learners and especially young learners. Therefore game-based learning can be used to remove the linearity and negative predictability of the traditional classroom paradigm and introduce a novel way of teaching students in Montenegro. Another benefit of game-based learning is that it can be applied to just about any subject in our schools and faculties with the caveat of first implementing appropriate adjustments to the curriculum design depending on the specific nature of the subject in question. First, we will introduce the concept of GBL, then provide an overview of the overall theories this paper is based on and introduce the outcomes of our GBL study with a game called Portal 2 and show how game-based learning can be practically applied to foreign language teaching and learning. Our study was designed to function as longitudinal research containing the Target and two Control groups with the aim of investigating whether game-based learning can be an effective tool for foreign language learning. We found that GBL may provide an interactive and engaging environment that encourages active participation and immersion in the language, which helps learners develop their communication, vocabulary, grammar, and cultural awareness skills in a fun and motivating way

Curriculum · Foreign language · Grammar · Language acquisition · Linguistics · Mathematics education · Memorization · Pedagogy · Vocabulary · Computer Science · Educational Games and Gamification · Psychology

  • Emotional Design in Digital Media for Learning

    Open Access•Jan L Pla, Jan L Plass et al.•Emotions, Technology, Design, and…•2016

  • Digital Natives, Digital Immigrants Part 1

    Marc Prensky•On the Horizon The International…•2001

  • From Content to Context

    Open Access•Kurt Squire•Educational Researcher•2006

Citation velocityhistorical
Highly citedNo

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae