Literaturnachweis - Detailanzeige
Autor/inn/en | Pitura, Joanna; Chmielarz, Dagmara |
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Titel | "Creating a Comic Strip Is Very Creative and Thanks to It We Learn and Remember"--Student Perceptions of a Biology Challenge in a Gamified Extracurricular CLIL Project |
Quelle | In: Teaching English with Technology, 17 (2017) 3, S.77-95 (19 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1642-1027 |
Schlagwörter | Cartoons; Biology; Science Instruction; Language of Instruction; Teaching Methods; Secondary School Students; Extracurricular Activities; Second Language Learning; Foreign Countries; English (Second Language); Second Language Instruction; Learning Experience; Computer Games; Student Projects; Active Learning; Questionnaires; Task Analysis; Difficulty Level; Student Attitudes; Poland Zeichentrickfilm; Biologie; Teaching of science; Science education; Natural sciences Lessons; Naturwissenschaftlicher Unterricht; Teaching language; Unterrichtssprache; Teaching method; Lehrmethode; Unterrichtsmethode; Sekundarschüler; Außerunterrichtliche Aktivität; Zweitsprachenerwerb; Ausland; English as second language; English; Second Language; Englisch als Zweitsprache; Fremdsprachenunterricht; Lernerfahrung; Computer game; Computerspiel; Computerspiele; Schulprojekt; Aktives Lernen; Fragebogen; Aufgabenanalyse; Schwierigkeitsgrad; Schülerverhalten; Polen |
Abstract | Upper-secondary school students must prepare for adult life, which--among others--entails acquiring relevant skills and discovering their own potential. Efforts at European and national levels have been made to ensure that students gain the competences, the so-called key competences, which facilitate functioning in the modern world. However, in Polish upper-secondary schools their overall development may be problematic as schoolwork is heavily exam-oriented. In order to address this challenge, a study was undertaken, the aim of which was to investigate the usefulness and feasibility of applying gamification to an extracurricular CLIL project intended to develop key competences in an upper-secondary school. The paper reports on one part of this study, i.e. on how a biology challenge (two tasks) was designed, implemented and evaluated. The results show educational and emotional gains, suggesting the motivational effect of gamification in learning. (As Provided). |
Anmerkungen | IATEFL Poland Computer Special Interest Group / University of Nicosia / Maria Curie-Sklodowska University. Ul. J. Sowinskiego 17, 20-041 Lublin, Poland. Web site: http://tewtjournal.org |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |