Ene, mene, muh, raus bist du? Digitale Spiele als inklusive Lerngelegenheit in der Fremdsprachenlehrkraftbildung

Incorporating digital gaming in the target language may be at odds with an inclusive approach to English language teaching, defined broadly, if these games exclude some participants due to technological features, disempowering content, or problematic actors. Despite these problems, however, digital...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Fremdsprachen lehren und lernen 2023-09, Vol.52 (2), p.90
1. Verfasser: Blume, Carolyn
Format: Artikel
Sprache:ger
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
Beschreibung
Zusammenfassung:Incorporating digital gaming in the target language may be at odds with an inclusive approach to English language teaching, defined broadly, if these games exclude some participants due to technological features, disempowering content, or problematic actors. Despite these problems, however, digital games can equally offer opportunities for foreign language learning as well as for inclusion. This contribution describes a university-level seminar designed to foster pre-service teachers' informed consideration of the opportunities and challenges associated with digital gaming in the English language classroom. An explanation of the theoretical principles and central elements of the learning opportunity for future English teachers is followed by a summary of the accompanying mixed-methods analysis. Subsequently, the ways in which the seminar supports the development of digital gaming literacy among the targeted pre-service teachers is discussed.
ISSN:0932-6936
DOI:10.24053/FLuL-2023-00023