Professional Documents
Culture Documents
ENGL 693A
04/24/22
With the rapid development and advancement of tons of technology devices, everyone’s
life is closely surrounded by technology and digital media. As mentioned in Lotherington &
Jenson (2011)’s writing, “...the concept of optional extrication from the digital world is not
realistic, yet language and literacy instruction continue to resist digitalized multimedia and
multimodal literacy practices as optional or secondary to flat textual practices” (p. 239). Even
though most language learning classrooms nowadays still take place in the traditional classrooms
with the basic paper and pen format, it is essential to realize and value the potential of learning
through technology and digital gaming and possible ways of incorporating immersive and
When it comes to games, many people hold negative opinions towards them and view
games as things that will distract children and hinder their learning process. However, learning
through multimodal materials, including game-based learning, can encourage students to make
connections between their world and the world of the text/content and to think at a metalevel
(Clarice & Maya, 2019, p. 91). With proper guidance, game-based learning can help students get
immersed in the learning process and see and understand the information from an insider
perspective rather than learning from an outsider's third-person point of view. In addition to the
immersive learning environment, game-based learning also offers many other benefits like player
collaboration, interactions involving negotiation and languaging, and the development of various
competencies and literacies (Reinhardt, 2017, p.207). Compared to a traditional classroom where
students learn through lectures, practices, and tests, game-based learning provides a low stake
immersion experience where students get to practice using and learning new English language
skills in real-world contexts and conversation. The collaborative aspect that games contain is also
a great way to promote communication among students, which is something that many English
English language learning activity designed by using the app called Twine can be incorporated
into an English language learning classroom and promote language development for students in
this classroom.
The plot of this project is a detective story that takes place in Taipei, Taiwan. Students
will be the detective of this story, work with their classmates to solve the case, and find out who
is the real thief by making choices based on the information they received from different stages
This project will take place in an English classroom with about 10~15 Chinese high
school students in an English academy, and the length of the lesson will be 45 minutes per lesson
and two lessons per week. The entire project will take about a month (6 lessons) to complete. My
targeted student group is high school students in my hometown, Zhoushan city, Zhejiang
Province, China. This student group’s English Proficiency level is about the intermediate level to
the high-intermediate level. I decided on this targeted student group and the setting because I had
some teaching experiences with high school students in my hometown during my volunteer
experiences before. Also, I plan to go back to teaching after I graduate, so I think this group of
This project aims to help students combine what they have learned in class and enhance
their four English skills (reading, writing, speaking, listening) in a real-world context. Especially
for the speaking and listening skills, which most Chinese EFL learners lack practice, will be
enhanced during the project. Also, students’ critical thinking skills will be promoted in this
project.
Learning Objectives/Outcomes
● Students will be able to learn vocabulary associated with locations and jobs and know the
● Students will be able to use the correct tenses and sentence structures when discussing
this project with their classmates and practice strategies like turn-taking and repetition to
● Students will be able to use their prior knowledge to have a collaborative discussion with
● Students will be able to comprehensively and accurately use their reading and writing
● Students will be able to use the knowledge they have learned in class in this project with
understanding.
● Students will be able to gain a positive attitude toward their English-speaking skills and
Prior to the start of this project, students will first use one week (one class period) to learn
about possible vocabulary words and sentence structures they will be using in this project. (For
example, the past tense students must use for discussing suspects’ timelines with their classmates
and certain words they might not be very familiar with, like “miniature”, “investigation”,
“script”, etc.) The vocabulary and grammatical features will be reminded and practiced from
Below is the rough lesson plan for lesson two that incorporated the project into the
teaching/learning process. Complete lesson plans can be found in the Lesson Plan document.
Lesson Two
Ten minutes – the class will start by asking students to share what kind of detective they think
they are in this story (associate with Homework from the last class).
Fifteen minutes – students will work together to continue working on the game (finish the
● Google VR Tour scene two (or the related image) will be accessed.
Five minutes – make sure students are all on the same page (finish the Miniature Museum of
Ten minutes – The teacher explains the next part of the game, which is the first round of
interviews with suspects to students. Explain what the role-playing activity will look like and ask
students to volunteer to pick which role they want to role-play next semester.
● Rule of this activity: one person from each group will need to volunteer to do the
role-play, while the other person from the group needs to write essential information that
● *** All the interviews after this round will have audio recordings for students to listen to
Five minutes – short Q&A section for any questions students have on this game. Homework will
Homework due before next class: Writing task#2 on Google VR Tour scene two and prepare
Even though this project is flexible and can be modified based on students’ English level
and familiarity with technologies and digital apps, depending on the students’ situation, it might
require teachers to put in a lot of explanation and scaffoldings prior to bringing the project itself
into the lessons. Thus, it might be hard to fit the project into an already established class
schedule, especially when some specific rules or goals need to be followed and met at certain
times.
This project is very tech-heavy, which can be problematic in some ways. For example,
some of the digital tools designed in this project are based on Google, which is inaccessible to
students in China. Also, the Google Tour App initially being incorporated in this project is no
longer working. So, if teachers would like to bring this project into their classrooms, it might
require them to do some modifications and find alternative ways to provide hints and associated
Clarice M Moran, & Maya K Woodall. (2019). "It was like I was there": Inspiring engagement
Lotherington, H., & Jenson, J. (2011). Teaching multimodal and digital literacy in L2 settings:
New literacies, new basics, new pedagogies. Annual Review of Applied Linguistics,
31(Mar), 226-246.
Technology and Second Language Teaching and Learning (pp. 202- 216). Hoboken,