Concordia: Gaming in a Global Context to Develop LOTE in the Classroom

Year: 2019

Author: Balnaves, Kim

Type of paper: Abstract refereed

Abstract:
There are a number of factors which impact upon the success of second language learning within Australian primary school classrooms (Kohler, 2018). The inhibiting factors can be grouped as the authenticity of the experiences, the relevance of the learning, the context of the learning and the segregation of the language from the cultural and intercultural participation understandings. In the Australian context there is a widening cultural divide with the delivery of Languages Other Than English in primary schools (Kohler, 2018). This is for a number of reasons including a shortage of LOTE specialists and that when it is taught in schools it is seen as being “a waste of time as the students do not learn anything” (Kohler & Curnow, 2014, p.12).This doctoral research investigates whether LOTE understandings and intercultural understandings can be developed more successfully with under-performing students through the use of “serious games’. Digital literacies along with the pre-mentioned skills will be analysed within the pre-developed digital literacy framework.

The research design has been developed to address these issues in LOTE learning by creating a virtual world based on curriculum outcomes that allows children to explore culture whilst authentically interacting with students from another country. Students participate in a games-based authentic context that allows them to develop all aspects of the second language curriculum as well as the general competencies within the intercultural understanding and digital literacies framework (Dudeney, Hockly & Pegrum, 2013). The study investigates whether LOTE understandings, Intercultural Understandings can be developed more successfully with under-performing students through the use of “serious games’.

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