Conference Paper

Using Alternate Reality Games to Support the Teaching of Modern Foreign Languages.

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Abstract

It is recognised that games play an important role in child development. Nowadays with children growing up in a highly technologically-rich society, many of these games are computer/console based. These types of games, which we will refer to generically as computer games in this paper, have been of interest to researchers from many different perspectives, some positive (for example, motivation, engagement, learning, skills development) and some negative (for example, violence, aggression, gender stereotyping). One particular type of game that has not been explored in detail for teaching and learning is the Alternate Reality Game (ARG), a form of interactive narrative, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions. In this paper we discuss the use of an ARG to help support the teaching and learning of modern foreign languages by European secondary school children (ages 11-18).

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... Diante do exposto, há na área de CALL exemplos de ARGs dirigidos ao contexto de ensino e aprendizagem de línguas adicionais a nível internacional [CONOLLY, 2008;CONOLLY, STANSFIELD, HAINEY, 2011;HAINEY et al., 2011;CHALK, 2017;YURTSEVEN, 2017] e nacional [LINS, 2022;LINHATI, REIS, 2022;LINHATI, 2022]. Entretanto, esse tipo de jogo ainda é pouco explorado em nosso país, o que evidencia a necessidade de novos estudos relacionados ao ARG para a promoção do ensino de línguas adicionais no Brasil. ...
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... Moreover, when taking a focused examination of traditional research of video & computer games, it is found that there has been a tendency to focus on either the potential benefits that maybe found when they are used for educational purposes, (Annetta, 2008;Connolly, 2008;Duque, et al, 2008;Jong, et al, 2008;Rohr-Sendlmeier, et al, 2008;Schuh, et al, 2008;Hilton, 2006;Thomas, 2005;Bogost, 2005;Consalvo, 2005or Jayakanthan, 2002 or the possible effects in-game violence may have on gamers within the real world, (Peng, et al, 2008;Ferguson, et al, 2008;Olsen, et al, 2008;Porter & Starcevic, 2007;Wei, 2007;Gentile et al, 2004;Wolock, 2004;Anderson & Bushman, 2001;Anderson & Dill, 2000;Dietz, 1998or Dill & Dill, 1998. ...
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