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Designing authentic language learning simulations to support student engagement

Bibliographic Data

ID8939434
AuthorsCherice Montgomery (Department of Spanish & Portuguese, College of Humanities Brigham Young University Provo Utah USA, corresponding author), Jon Balzotti (Department of English, College of Humanities Brigham Young University Provo Utah USA), Derek Hansen (0000-0002-9593-2841, Department of Electrical & Computer Engineering, College of Engineering Brigham Young University Provo Utah USA), Dana Lee Hansen (0000-0002-9645-3279, Brigham Young University)
Year2025
Volume59
Issue1
Pages166-213
Publication date2025-11-10
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueForeign Language Annals (JOURNAL)
Journal identifiersISSN: 0015-718X • E-ISSN: 1944-9720
PublisherWiley (PUBLISHER • GB)
DOI10.1111/flan.70036
OpenAlexW4416094245
LanguageEN
References cited75

In a global society, learners must communicate effectively across diverse cultural contexts, but traditional classroom learning can fall short of preparing students for real‐life demands. Simulations can shift students' focus from learning about language to using language for authentic tasks. This study developed and evaluated a digital, educational language simulation called a Playable Case Study (PCS). Students investigated questions about the Spanish Civil War as curators in a fictional museum and produced an exhibit for a real public audience. Researchers examined the question: How do the design features of a historically‐contextualized, project‐based PCS simulation influence student engagement in university Spanish language courses? Findings based on classroom observations, pre‐/post‐surveys, and instructor interviews (a) offer insights into four types of authenticity that affect student engagement (linguistic, cultural, disciplinary, and technological), (b) show that constructivist, multimedia curation tasks can stimulate autonomous learning, and (c) reveal technological authenticity's influence on student engagement

Affect (linguistics · Authentic learning · Focus (optics · Language acquisition · Language education · Language proficiency · Student engagement · Teaching method · Educational Games and Gamification · Innovative Teaching Methodologies in Social Sciences · Second Language Learning and Teaching

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