The gamification of writing support in non-anglophone contexts: a practice model using the characteristics of video game design
Journal Title: Edutainment - Year 2016, Vol 1, Issue 1
Abstract
Writing support facilities are becoming commonplace at English-medium universities globally. However, writing support units located outside of Englishspeaking contexts are for the most part perceived by some international students as centres for English language remediation and exist to serve the needs of students who are academically challenged. It is therefore a writing support tutor’s mission to encourage students to view writing support as support for all students, as would be the case in an English-speaking context where these facilities are considered an integral part of colleges and universities. This report encourages the use of video game design characteristics by writing support tutors to introduce students to the writing process and highlights issues that writing tutors in non-Anglophone contexts should be aware of when advertising the services of the writing support facility and in face-to-face discussions with individual students. The proposed practice model should be viable for use at similar institutions of higher education located within and outside of English-speaking contexts.
Authors and Affiliations
Shaana A. Aljoe
The development and implementation of a language learning activity: the Dalya game
According to Michael Parmentier (2004, p. 929), the scope of comprehension of the game concept is wide and quite undefined. Currently, game is one of the most debated issues in the educational science. Undoubtedly, there...
New media in the classroom from the perspective of transactional analysis
In recent years new media have contributed to considerable changes in everyday life of the modern man. The reality created by them has become an integral and inseparable part of the world around us. Obviously, such chang...
The use of games and ICT in education of children with special needs
One of the most adapted tools of inclusive education is game, it facilitates the integration of a child with special needs into the community of normal children, at the same time it helps children to interact with peers...
The gamification of writing support in non-anglophone contexts: a practice model using the characteristics of video game design
Writing support facilities are becoming commonplace at English-medium universities globally. However, writing support units located outside of Englishspeaking contexts are for the most part perceived by some internationa...
Trends in digital education
One of the biggest trends in Learning Management System is gamification that engages users in solving problems. Open source allows for reduced set-up costs and easy customization of software. The social networks boom is...