BOARD AND VIDEO SERIOUS GAMES IN THE ESP CLASSES– IMPLICATIONS AND CHALLENGES
BOARD AND VIDEO SERIOUS GAMES IN THE ESP CLASSES– IMPLICATIONS AND CHALLENGES
Author(s): Anamaria SUPURAN, Amalia SturzaSubject(s): Language and Literature Studies
Published by: Editura Universităţii din Piteşti
Keywords: board serious games; digital serious games; game-based learning; teaching ESP.
Summary/Abstract: Overtime, serious games have touched almost every field of activity, including the academic environment which seems to have the greatest potential to develop and implement them. The present paper considers the usage of serious games in teaching/learning English for Specific Purposes and the assessment of their capacity to become effective tools that could enhance the quality of the academic education by increasing the overall quality of the learning process. The main objective of the present study is the identification of several opportunities and challenges that the serious games might pose and their impact upon the teacher’s decision in choosing one type of serious games or another (board games or digital games), given the fact that currently most researchers stopped considering board games as serious games. In order to achieve relevant results, the usage of a board serious game named Simplycycle was considered as a study case. During its assessment, the game Simplycycle proved to offer more opportunities/benefits to its players and less challenges in comparison with digital games. Therefore, the board games should regain their place among other serious games and not be excluded from this category.
Journal: LIMBA ȘI LITERATURA – REPERE IDENTITARE ÎN CONTEXT EUROPEAN
- Issue Year: 2017
- Issue No: 21
- Page Range: 330-337
- Page Count: 8
- Language: English