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Peterson, Mark – Simulation & Gaming, 2010
This article explores research on the use of computerized games and simulations in language education. The author examined the psycholinguistic and sociocultural constructs proposed as a basis for the use of games and simulations in computer-assisted language learning. Research in this area is expanding rapidly. However, to date, few studies have…
Descriptors: Computer Assisted Instruction, Educational Technology, Games, Psycholinguistics
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Hull, Emily Blackshear – Simulation & Gaming, 2008
This article discusses the pedagogical implications of using Internet chat in simulations for second-language learners. The author reviews several published simulations and explains how to use Internet chat effectively in the classroom. The author also relays her experience with using Internet chat with the BULLYING simulation.
Descriptors: Computer Mediated Communication, Bullying, Internet, Simulation
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Halleck, Gene – Simulation & Gaming, 2007
This study analyzes the use of role-play as an elicitation device for the evaluation of a nonnative speaker's oral language. In this analysis of role-play as a methodology to generate data for assessment purposes, the study examines the role that interlocutors play in two types of interactions. It raises questions about the validity and…
Descriptors: Role Playing, Oral Language, Second Language Learning, Validity
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Hayden, Christopher – Simulation & Gaming, 2007
In this article the author introduces the roles he created for two phases of a simulation on language planning in Malaysia. The first phase is a radio call-in show. This is followed by a debate before a panel of arbiters concerning a recent dispute related to English language teaching in Malaysian schools. The final phase involves debriefing (for…
Descriptors: Language Planning, Foreign Countries, English (Second Language), Role Playing
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Fukushima, Tatsuya – Simulation & Gaming, 2007
This article discusses a simulation wherein learners of Japanese as a Foreign Language (JFL) in a business writing course at an American university are assigned tasks to write a series of business letters based on situations that are likely to occur in actual business settings. After an overview of the theoretical background, this article…
Descriptors: Letters (Correspondence), Business Communication, Integrity, Japanese
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Garcia-Carbonell, Amparo; Rising, Beverly; Montero, Begona; Watts, Frances – Simulation & Gaming, 2001
Discussion of communicative competence in second language acquisition focuses on a theoretical and practical meshing of simulation and gaming methodology with theories of foreign language acquisition, including task-based learning, interaction, and comprehensible input. Describes experiments conducted with computer-assisted simulations in…
Descriptors: Communicative Competence (Languages), Computer Simulation, Educational Theories, Foreign Countries
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Freiermuth, Mark R. – Simulation & Gaming, 2007
Workplace needs are often difficult for English for Specific Purposes (ESP) teachers to assess due to a variety of obstacles that can restrict opportunities to analyze the existing needs. Nevertheless, the workers' needs may be recognized by employing techniques aimed at extracting information from the workers themselves. Japanese university…
Descriptors: Student Attitudes, Protocol Analysis, Foreign Countries, English for Special Purposes
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Jones, Glyn – Simulation & Gaming, 1991
Discussion of design principles in creating interactive video simulations for second-language learning focuses on two interactive video simulations on the Eurocentres Videodisc (ECVD). Four design principles are explained, instructional procedures involved in the ECVD are described, and learners' reactions are discussed. (four references) (LRW)
Descriptors: Computer Assisted Instruction, Design Requirements, Foreign Countries, Instructional Design
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Freiermuth, Mark R. – Simulation & Gaming, 2002
Discusses a simulation used with computer science students studying English for specific purposes in a university technical writing class in Japan. Highlights include building a paper bridge as a project team; writing a technical proposal as a team; language learning goals; influence of a group's ability to work as a team; and student motivation.…
Descriptors: Collaborative Writing, Computer Science Education, Educational Objectives, English (Second Language)
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Kaplan, Marsha A. – Simulation & Gaming, 1997
The RECEPTION GAME teaches conversation skills to adult foreign language learners with positions in international business and diplomacy. The design combines elements of simulation and experiential learning and takes into account conversation's rapport-building function, turn-taking mechanisms, open-ended structure, listening demands for following…
Descriptors: Adult Education, Computer Assisted Instruction, Computer Games, Computer Simulation