Using “The Sims” To Teach English Vocabulary For Young Learners
(1) Universitas Negeri Padang  Indonesia
Corresponding Author
Copyright (c) 2018 Journal of English Language Teaching
DOI : https://doi.org/10.24036/jelt.v7i1.8772
Full Text: Language : en
Abstract
The Sims with their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for second language learners are in short supply. As an alternative, could games designed for the massmarket be enhanced with support materials to allow students to enter and make use of them for learning? This classroom-based investigation looked into whether the best selling game “The SIMS” could be rendered pedagogically beneficial to young learners by means of supplementary materials designed to meet criteria for second language learning. The mixed-technique study will significant improvements in vocabulary knowledge, as well as a generally positive reaction to the modifications among users and will better to use this technique for young learners.
Keywords
References
Arjoranta, Jonne. (2009). Defining Role-Playing Games as Language-Games. University of Jyväskylä Finland
Brown, J., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32–42.
Bullard, N. (1990). Briefing and debriefing. In D. Crookall & R. Oxford (Eds.), Simulation, gaming and language learning (pp. 55–67). New York: Newbury House.
Carrier, M. (1991). Simulations in English language teaching: A cooperative approach. Simulation & Gaming, 22(2), 224–233.
Chapelle, C.A. (2001). Computer applications in second language acquisition: Foundations for teaching, testing and research. Cambridge: Cambridge University Press.
Chun, D., & Plass, J. (1996). Effects of multimedia annotations on vocabulary acquisition. The Modern Language Journal, 80(ii), 183–196.
Coleman, D.W. (2002a). Guest editorial: Simulation and computer-assisted language learning. Simulation & Gaming, 33(2), 179–180.
Coleman, D.W. (2002b). On foot in SIM CITY: Using SIM COPTER as the basis for an ESL writing assignment. Simulation & Gaming, 33(2), 217–230.
Croal, N. (2002, November). Sims family values. Newsweek, Retrieved October 13, 2006, from http://www.newsweek.com/id/66513.
Crookall, D. (2002). Editorial: Simulation in language learning. Simulation & Gaming, 33(3), 273–274.
Higgins, J., & Johns, T. (1984). Computers in language learning. Boston, MA: Addison Wesley Longman Publishing Co., Inc.
Miller, M., & Hegelheimer, V. (2006). The SIMS meet ESL: Incorporating authentic computer simulation games into the language classroom. International Journal of Interactive Technology and Smart Education, 3(4), 311–328.
Ranalli, J. (2008). Learning English with The Sims: exploiting authentic computer simulation games for L2 learning. Iowa State University, Iowa City, USA
Syafei, An Fauzia Rozani. (2017). Teaching English to Indonesian Young Learners. Padang: Prenada Media Group
Ytreberg, L, & Scott, W. (1990). Teaching English to children. Longman. London
Article Metrics
Abstract Views : 2123 timesPDF Downloaded : 467 times
Refbacks
- There are currently no refbacks.
Copyright (c) 2018 Journal of English Language Teaching
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.