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Literature Matrix

The role of videogames on language learning


Authors Interactivity and the facilitation Impact of videogames on learning Activities to develop
of communication. (Students and Teachers)

Rosas (2010) Videogames have demonstrated The creation of easy to use, portable To follow the concept of incidental learning, the
Cobb and Horst the benefits as instructional hardware with instructional and students will be “playing” a game in which they’ll
(2011) tools, becoming more entertaining software, aligned with the have to acquire
interesting and meaningful for school curriculum that children can use and assimilate knowledge, because it is the only
students (p.9). regularly in the classroom (p.9). way in which they can continue “playing” (p.10).

Students who learn English as a


second language (ESL) in terms
of improvements on
developing and expanding
English vocabulary, as well as
lexical production and meaning
recognition using the Nintendo
DS game My Word Coach (p.
10).
Rudis, Poštić Videogames have internal lore Learning a foreign language while First the basic process of linguistic competence in
(2018) and variety of gameplay playing video games is very effective the original language takes place. Cross-linguistic
systems, creating a need of because it is highly motivating due to competence is a part of the transfer, since some
communication to solve a its entertainment value, and there is no aspects of languages translate without a hitch
difficult level, thus facilitating pressure or evaluation methods that across languages. Once the basic transfer is over,
language use (p.113). could deter players from openly the necessary part of learning begins. Input is the
engaging in using the language (p.115) most important part of language learning. It
provides learners with the key aspects of
language: words, sentence structure, phonology
etc (p.114)
Parrilla (2016) Multimedia technologies enable Pedagogical methods that Through active interaction between the material
the use of images and sounds, combine technology dynamically and and the student, the latter can discover and
the verbal word can be proactively with the vocabulary deepen the basic knowledge that
associated with an image, an learning process. was initially presented (p.8).
animated action, a sound, or a These methods can be easily adopted
combination of images, sounds, by teachers and effectively
and text (p.3) implemented in upper
elementary classrooms with ESL
children (p.5).
Casañ-Pitarch Videogames help the player To engage students with learning is Videogames could be a useful tool that may
(2017) develop different that funny things remain longer in support foreign
skills and they also offer the memory. This means that language teaching since it increases the time of
possibility to experience the combination of learning and exposure to the target language and
situations that are unlikely to playing would result in a positive consequently
perform in the memorable experience (p.83). provides students with further practice (p.88).
real life for safety, time, and
cost among other reasons (p.83)
Galvis Online interaction using video Because of the innovative nature of In order to make a coherent liaison between
(2011)/Thorne games allows individuals to video linguistic matter, syllabus content, course
(2008) interact multilingually, develop games and computer technology, objectives, and GTA, the researcher designed
opportunities for Squire (in language exploratory activities aiming at
intercultural communication, press) argues that one of the potential familiarizing and exposing students (implicitly)
and even promotes obstacles to the course objectives using the game as an
the desire to learn languages gaming practices will run into in the entertaining pretext (p.60).
other than English (p.58). future is
enrooted traditional structure in
schools (p.56).
Theoretical Framework

How to write and introduction

What is the role of identity and positionality?

How to conduct the written of the different powers

Different parts of introduction

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