Literaturnachweis - Detailanzeige
Autor/inn/en | Cesar Ochoa-Cueva; Paola Cabrera-Solano; Luz Castillo-Cuesta |
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Titel | Implementing the CLIL Approach through Online Games in EFL Education |
Quelle | In: Language Teaching Research Quarterly, 40 (2024), S. 175-193
PDF als Volltext |
Zusatzinformation | ORCID (Cesar Ochoa-Cueva) ORCID (Paola Cabrera-Solano) ORCID (Luz Castillo-Cuesta) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
Schlagwörter | Forschungsbericht; Computer Games; Teaching Methods; English (Second Language); Second Language Learning; Second Language Instruction; Masters Programs; Teacher Education Programs; Language Teachers; Graduate Students; Content and Language Integrated Learning; Foreign Countries; Self Esteem; Retention (Psychology); Problem Solving; Critical Thinking; Cultural Awareness; Ecuador Computer game; Computerspiel; Computerspiele; Teaching method; Lehrmethode; Unterrichtsmethode; English as second language; English; Second Language; Englisch als Zweitsprache; Zweitsprachenerwerb; Fremdsprachenunterricht; Magister course; Magisterstudiengang; Language teacher; Sprachunterricht; Graduate Study; Student; Students; Aufbaustudium; Graduiertenstudium; Hauptstudium; Studentin; CLIL; Lernkonzept; Ausland; Self-esteem; Selbstaufmerksamkeit; Merkfähigkeit; Problemlösen; Kritisches Denken; Cultural identity; Kulturelle Identität |
Abstract | The purpose of this study was to implement the Content and Language Integrated Learning (CLIL) approach employing online games for English as a Foreign Language (EFL) teaching and learning. The participants were 53 EFL Ecuadorian university students, 17 males and 36 females, who were enrolled in an English Major and a TEFL Master program. Their proficiency level corresponded to B2 according to the Common European Framework of Reference. The study followed a mixed-method approach, which involved the administration of a diagnostic survey, an online perceptions questionnaire, an interview, and an observation checklist. Games designed in Quizizz, Kahoot, Genially, and Socrative were implemented for 8 weeks so that the participants could access them to practice the content of each lesson. The findings revealed that the CLIL approach through games improves language learning and communication. Moreover, they foster students' confidence, knowledge retention, and comprehension of the subject matter, enhancing reasoning, problem-solving, critical thinking, and cultural awareness. (As Provided). |
Anmerkungen | European Knowledge Development (EUROKD). e-mail: editorial@eurokd.com; Web site: https://www.eurokd.com/journal/jd/1 |
Begutachtung | Peer reviewed |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2025/2/04 |