Language and Technology

Language and Technology

Applying Exergames in Classroom for Learning Chinese

Yazarlar: Ling LUO, Hao TANG

Cilt 3 , Sayı 1 , 2021 , Sayfalar 1 - 12

Konular:Dil ve Dil Bilim

Anahtar Kelimeler:Microlearning,Exergame,Kinect,Intel RealSense,Kinesthetic

Özet: Applying computer games in second language learning (L2) has been proved to be very effective. The integration of learning styles and multiple intelligence theory may reduce students’ learning curve and enhance their learning strengths in L2 learning. However, the traditional games used in L2 are either too simple to be attractive to adult learners or too complicated to be adopted in the classroom. In this paper, to apply Cbodily-kinesthetic intelligence, we used motion sensors (i.e. Intel RealSense) to design a series of computer games for learning Chinese. It gives learners a new way to engage and interact so that it boosts learning efficacy. Based on the observation that gestures and speech show consistent or related meanings, engaging learners’ kinesthetic intelligence has shown to improve performance for foreign language learning, we designed several exergames that can practice Chinese characters and making sentences in classroom teaching and received positive feedback. The motion sensors hold promises to create kinesthetic games to help learners acquire second languages through constructions grounded in 3D space and body motion. The games can be designed using the Microlearning concept, which only covers small topics and fits classroom needs. The exergames can be extended to other foreign languages with little effort.


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BibTex
KOPYALA
@article{2021, title={Applying Exergames in Classroom for Learning Chinese}, volume={3}, number={1–12}, publisher={Language and Technology}, author={Ling LUO,Hao TANG}, year={2021} }
APA
KOPYALA
Ling LUO,Hao TANG. (2021). Applying Exergames in Classroom for Learning Chinese (Vol. 3). Vol. 3. Language and Technology.
MLA
KOPYALA
Ling LUO,Hao TANG. Applying Exergames in Classroom for Learning Chinese. no. 1–12, Language and Technology, 2021.