Forskningsöversikt: : Digitala spel iklassrummet för lärande av engelska somandraspråk

Detta är en Uppsats för yrkesexamina på avancerad nivå från Örebro universitet/Institutionen för humaniora, utbildnings- och samhällsvetenskap

Författare: Robin Andersson; [2022]

Nyckelord: Digital Games; Second Language Learning; DGBL; DGBLL;

Sammanfattning: The aim of this literature review is to investigate and highlight the findings of previous research on the topics of; digital games and English second language learning; digital games and motivation; and implementation of digital games in the classroom. All during the period of 2015 to the first quarter of 2022. The search yielded 943 publications. After reviewing the publications, a total of 20 of the publications were deemed as relevant to the study. A qualitative analysis was then applied to the 20 selected publications. The result of the qualitative analysis indicates that there is a need for more studies carried out in Europe about digital games in a school setting. Most of the publications were done on ‘serious games’ – games that are designed to be used in educational settings. This result indicates a need for more studies carried out on other types of games. The results show that digital games may promote second language skills and increase language learning motivation. The results also indicate that successful implementation of digital games in a classroom setting comes with many challenges.

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