• DocumentCode
    1852606
  • Title

    The Design of IWB-based DGBL Activities Model for EFL Preschoolers

  • Author

    Huang, Yun-Hsuan ; Chuang, Tsung-Yen

  • Author_Institution
    Dept. of Inf. & Learning Technol., Nat. Univ. of Tainan, Tainan, Taiwan
  • fYear
    2012
  • fDate
    27-30 March 2012
  • Firstpage
    202
  • Lastpage
    206
  • Abstract
    Digital game-based learning (DGBL) has successfully brought traditional game-based learning (GBL) into a new horizon due to its multimedia features, high interactivity, immediate and various feedbacks, authentic and vicarious contexts, etc. As a result, PC-based DGBL has been prevalent in the past decade. In terms of socio-cultural theory, however, PC-based DGBL has some drawbacks in nature to effectively create social interactions among learners in the classroom. The dynamics of DGBL in the classroom setting mainly relies upon learners´ fervent interactions to stimulate cooperation, collaboration, problem-solving, communication, and competition in the game context. The characteristics of interactive whiteboard (IWB) exactly solve the issue of adopting DGBL in the classroom. Therefore, IWB-based DGBL has been increasingly applied in the classroom setting in recent years. Nevertheless, not all instructors can put them into effective practice. Without effective teachers carefully planning curricula and conducting classroom activities, any fantastic tools and materials can become just fancy artifacts. Hence, this study aims to tackle these problems, particularly for EFL preschoolers, by proposing a model of IWB-based DGBL instructional activities based upon Communicative Language Teaching (CLT) approach, and suggesting several principles of implementing this model for EFL preschool teachers.
  • Keywords
    computer aided instruction; computer games; interactive devices; linguistics; EFL preschooler teacher; English as a foreign language; IWB-based DGBL activities model; classroom setting; communicative language teaching approach; digital game-based learning; interactive whiteboard; socio-cultural theory; Context; Educational institutions; Games; Materials; Multimedia communication; Planning; EFL preschoolers; digital game-based learning; interactive whiteboard;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), 2012 IEEE Fourth International Conference on
  • Conference_Location
    Takamatsu
  • Print_ISBN
    978-1-4673-0885-4
  • Type

    conf

  • DOI
    10.1109/DIGITEL.2012.56
  • Filename
    6185619