Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners DOI
Hiwa Weisi, Sedigheh Hajizadeh

Entertainment Computing, Год журнала: 2024, Номер 52, С. 100801 - 100801

Опубликована: Июль 8, 2024

Язык: Английский

Life skills education as a balancing act: Preparing students to handle life challenges in upper secondary English and social science classrooms DOI Creative Commons

Anja R. Isaksen,

Nora Elise Hesby Mathé, Lisbeth M. Brevik

и другие.

Teaching and Teacher Education, Год журнала: 2025, Номер 159, С. 104992 - 104992

Опубликована: Март 26, 2025

Язык: Английский

Процитировано

0

This Land is My Land: Teachers' integration of game and novel in English instruction DOI Creative Commons
Shilan Ahmadian, Lisbeth M. Brevik

Journal of Computer Assisted Learning, Год журнала: 2024, Номер 40(5), С. 2190 - 2207

Опубликована: Май 28, 2024

Abstract Background The most recent Norwegian educational reform, in force from 2020, was the first to include games alongside more traditional language learning resources (e.g., novels, films, music) English curriculum for secondary school. This emphasis on provided a unique opportunity examine how are actually used instruction combination with other resources. Objectives aim of this study investigate digital commercial game Land is My printed novel naturally occurring two lower classes during two‐week project labelled ‘The Native American Experience’. Methods Participants involved one teacher, nine student teachers and 52 students (aged 13–14). Using mixed methods design, we integrated quantitative qualitative analyses classroom video recordings ( N = 20), screen gameplay 32), texts 32) retrospective interviews 7). We validated Protocol Language Arts Teaching Observation (PLATO; Grossman, 2015) reflexive thematic analysis (Braun & Clarke, 2022) interviews. Results Conclusions dual perspective experience. While window observing topic historically, playground experience interactively. Although offered different perspectives experience, identified missed opportunities those who gamed before reading, whereas read their knowledge when they engaged content. In broader context technology instruction, combine literacies that acknowledge students' prior diverse literacies.

Язык: Английский

Процитировано

2

Life skills education in secondary language classrooms: Empathy, communication and interpersonal relations DOI Creative Commons

Ingrid Evertsen,

Lisbeth M. Brevik

Journal of Curriculum Studies, Год журнала: 2024, Номер unknown, С. 1 - 20

Опубликована: Дек. 15, 2024

Background: Life skills education (LSE) has prevailed since the early 1980s, and despite international policy ambitions, there are few indications of LSE in formal school contexts outside programmes. This study adds to existing literature by investigating Norway, shortly after its introduction into 2020 national curriculum; acknowledging value developing students' ability understand influence factors that important for managing their own life.

Язык: Английский

Процитировано

1

Language learning and escapism: how five Norwegian adolescents escape reality through reading and/or gaming extramurally in L2 English DOI Creative Commons
Nasrin Ulfat

Innovation in Language Learning and Teaching, Год журнала: 2024, Номер unknown, С. 1 - 16

Опубликована: Июнь 29, 2024

Purpose This qualitative-dominant study focuses on five foreign/second language (L2) English learners in 10th grade (age 15) Norway. The purpose is to provide insight into the processes underlying L2 learning by looking at what escapist reading/gaming means for participants' beliefs about their proficiency.

Язык: Английский

Процитировано

0

Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners DOI
Hiwa Weisi, Sedigheh Hajizadeh

Entertainment Computing, Год журнала: 2024, Номер 52, С. 100801 - 100801

Опубликована: Июль 8, 2024

Язык: Английский

Процитировано

0