Abstract
The present paper describes a case study on the effects of telecollaborative
games on learners’ motivation. 12 learners from a Dutch and a British secondary
school participated in the study. Different games, which included gamification
elements, were developed on OpenSim. The overall educational goals of the games were to enhance cultural awareness and intercultural communication of German as a foreign language. Three different cross-cultural groups played the telecollaborative games in two different sessions. Data from pre- and post-surveys were gathered for measuring the impact of telecollaborative games on learners’ motivation. At the end of the game sessions, focus group discussions were organised for evaluating the experience. The results indicate that telecollaborative games have a positive impact on learners’ motivation.
games on learners’ motivation. 12 learners from a Dutch and a British secondary
school participated in the study. Different games, which included gamification
elements, were developed on OpenSim. The overall educational goals of the games were to enhance cultural awareness and intercultural communication of German as a foreign language. Three different cross-cultural groups played the telecollaborative games in two different sessions. Data from pre- and post-surveys were gathered for measuring the impact of telecollaborative games on learners’ motivation. At the end of the game sessions, focus group discussions were organised for evaluating the experience. The results indicate that telecollaborative games have a positive impact on learners’ motivation.
Original language | English |
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Title of host publication | CALL communities and culture |
Subtitle of host publication | short papers from EUROCALL 2016 |
Editors | S. Papadima-Sophocleous, L. Bradley, S. Thouësny |
Publisher | Research Publishing Net |
Pages | 201-208 |
Number of pages | 8 |
ISBN (Electronic) | 978-1-908416-45-2 |
ISBN (Print) | 978-1-908416-44-5 |
DOIs | |
Publication status | Published - 2016 |
Keywords
- virtual worlds
- gamification
- telecollaboration
- motivation
- youngsters