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Game-Enhanced Simulation as an Approach to Experiential Learning in Business English

机译:游戏增强型模拟作为商务英语体验学习的一种方法

摘要

This dissertation aims to integrate various learning approaches, i.e., multiple literacies, experiential learning, game-enhanced learning, and global simulation, into an extracurricular module, in which it remodels traditional ways of teaching input, specifically, the lexical- and grammatical-only approaches of business English at a private university in Bangkok, Thailand. Informed by those approaches, a game-enhanced simulation was specifically designed as an experiential space for L2 learners to experience the dynamic and real business contexts of language use. A strategy-simulation video game, RollerCoaster Tycoon 3 Platinum (RCT3), was selected and used in the implementation of the pilot course. The game was embedded in a global simulation of two amusement park companies – where students worked in groups of five to form characters and socially interact with others. The global simulation involved learners in a sequence of genre-based (e.g., memoranda and business presentations) and technology-based tasks (e.g., using Gmail, Google Docs, and LinkedIn). Ten second-year students from five disciplines – Accounting, Logistics Engineering, Technology and Creative Business, Logistics Management, and Airline Business Management, participated in the study. Within this game-enhanced simulation, it turned out that each student simulated the role of a department head that was relevant to her or his discipline, for example, department heads of Financial Management, Technical Service Management, Customer Relationship Management, Legal and Operations Management, and Human Capital Management. The findings show that the learners' interactivity within the gameplay depicted the pedagogical affordances of RCT3 for a business English simulation, that is, exploratory interactivity, goal-orientedness in gameplay, goal-orientedness for roleplaying, and emergent narratives. The data present how this videogame features an interplay between two game perspectives – ludology and narratology. That is, ludic affordances in RCT3 could be activated in a narrative system: meaningful personal or emergent narrative by well-designed global simulation tasks. The simulations were established through students’ interpretation and creativity in gameplay and roleplay as related to their disciplines. Moreover, the game-enhanced simulation appeared to provide learners with an effective social context for promoting global English development and professional identity formation, which moved them beyond the learning practices of traditional coursebooks and classroom settings. Students of the study had opportunities to use professional Discourses related to their disciplines as ways to establish their desired identities within the simulated global workplace.
机译:本文旨在将多种学习方法,即多文盲,体验式学习,游戏增强型学习和全局模拟整合到一个课外模块中,在此模块中,他们将重塑传统的输入法教学方式,特别是仅词汇和语法教学法在泰国曼谷的一所私立大学学习商务英语的方法。在这些方法的指导下,专门设计了游戏增强型模拟作为L2学习者体验语言使用的动态和实际业务环境的体验空间。选择了战略模拟视频游戏RollerCoaster Tycoon 3 Platinum(RCT3),并将其用于试点课程的实施。该游戏被嵌入到两个游乐园公司的全球模拟中-学生们以五人一组的形式工作,形成角色并与他人进行社交互动。全局模拟使学习者参与了一系列基于体裁(例如备忘录和业务演示)和基于技术的任务(例如使用Gmail,Google Docs和LinkedIn)。来自五个学科(会计,物流工程,技术与创意业务,物流管理和航空公司业务管理)的十名二年级学生参加了研究。在这种增强游戏性的模拟中,事实证明,每个学生都模拟了与其学科相关的部门主管的角色,例如,财务管理,技术服务管理,客户关系管理,法律和运营管理等部门主管。 ,以及人力资本管理。研究结果表明,学习者在游戏玩法中的互动性描述了RCT3在商务英语模拟中的教学能力,即探索性互动性,游戏玩法的目标导向性,角色扮演的目标导向性和紧急叙事。数据显示了该视频游戏如何在两个游戏视角(性学和叙事学)之间相互作用。也就是说,可以在叙事系统中激活RCT3中的荒唐供求:通过精心设计的全局模拟任务,有意义的个人或紧急叙事。这些模拟是通过学生对与学科相关的游戏和角色扮演的解释和创造力而建立的。此外,游戏增强型模拟似乎为学习者提供了有效的社交环境,以促进全球英语的发展和专业身份的形成,使他们超越了传统教科书和课堂设置的学习方式。该研究的学生有机会使用与其学科相关的专业课程作为在模拟的全球工作场所中建立所需身份的方式。

著录项

  • 作者

    Punyalert Sansanee;

  • 作者单位
  • 年度 2017
  • 总页数
  • 原文格式 PDF
  • 正文语种 en_US
  • 中图分类
  • 入库时间 2022-08-20 20:35:27

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