• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 6
  • 2
  • 2
  • 1
  • Tagged with
  • 13
  • 6
  • 4
  • 4
  • 4
  • 4
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Identification Through Inhabitation in Literature, Film, and Video Games

Smith, Charlotte Palfreyman 13 June 2012 (has links) (PDF)
In real life we each experience the world separately through our individual bodies, which necessitates what Kenneth Burke calls "identification." In this paper, I assert that as artistic media have structured our aesthetic experience in a way that increasingly resembles our lived, embodied experiences, our identification with fictional characters requires less imaginative effort and is more automatic and powerful. I will show this by analyzing how we inhabit characters through sensory engagement, point of view, and narrative form in literature, film, and video games (specifically action/adventure games, RPGs, and MMORPGs). I will then build off of Burke's foundational theory to articulate a clearly defined spectrum of identification as it occurs in art, emphasizing that identification through video games is the most immediate and powerful. To conclude, I'll consider how video games—a young and stigmatized art form—can formulate our identities and increase our ability to identify with others in real life, where we cannot inhabit each other's bodies.
12

Digital Games and Language Learning

Kluge, Jacob, Bjärnmark, Jonas January 2012 (has links)
With this survey paper we have contrasted and summarized research on digital games and language learning in order to investigate whether digital games can be used to instil communicative competence in students. In addition, we have examined what kinds of considerations that need to be made by teachers when applying digital games in educational settings. In order to acquire an indication of whether games were being used as a language-learning tool in schools today, we conducted a small pilot study in the region of Skåne. In this pilot study, we asked 10 language teachers whether they had ever used videogames in their language teaching. The pilot study suggested that digital games were not being used as a teaching aid. However, the research examined in this survey paper suggests that videogames can be used to instil dimensions of communicative competence. Research also suggested that digital games only inherently supported one or two dimensions of communicative competence. With regard to this, we argued that all four dimensions of communicative competence can be supported through the use of different pedagogical strategies in combination with other approaches. Furthermore, research suggested that there are necessary precautions for teachers to consider before implementing digital games in teaching (e.g. having sufficient knowledge of the games to be used in order to be able to scaffold them according to students’ needs). Since the research explored in this paper suggest that videogames can be used to instil communicative competence in students, we argued that digital games might be an overlooked asset in language learning.
13

Digital Games and the Development of Communicative Competence

Al-Amide, Mustafa January 2014 (has links)
The purpose of this paper was to review research within the field of digital games and language learning to explore whether gaming can facilitate communicative competence and foster motivation for language learning. To answer my questions I conducted a research synthesis, compiling a variety of research over the last decade to answer my questions as effectively as possible. Results showed that digital games do in fact facilitate language development and induce motivation. Research also showed that different games provide different opportunities and activities, resulting in some games fostering language competence more than others. For instance, World of Warcraft provided social situations where conversations were erratic, spontaneous, contextual and driven by small events in the game, while The Sims focused more on strategic and creative activities. Additionally, research suggested that digital games motivated learners to develop their L2 language in hope of achieving more goals together within a variety games and game types.

Page generated in 0.3266 seconds