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

Keywords

Related Articles

Homo technicus - a man in the information society

The rapid development of new technology implies changes in human lives. More and more aspects of human life are moving into the internet space. The internet is a new place to be a person which can implicate a new identit...

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 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...

Positive effects of game-based learning on student project work in higher education

The aim of this paper is to discuss the correlation between using gaming techniques and improvement of critical thinking and team work skills. Game-based learning has not been extensively used in higher education despite...

Learning mathematics through games in primary school: an applicative path

In this work interesting results of current research about the importance of games use for learning mathematics in primary school are introduced. This process constitutes a meaningful basis for connecting the happy exper...

Download PDF file
  • EP ID EP200849
  • DOI 10.15503/edut.2016.1.109.114
  • Views 147
  • Downloads 0

How To Cite

Shaana A. Aljoe (2016). The gamification of writing support in non-anglophone contexts: a practice model using the characteristics of video game design. Edutainment, 1(1), 109-114. https://europub.co.uk/articles/-A-200849