2017 ENGAGING THE WORLD: SOCIAL PEDAGOGIES AND LANGUAGE LEARNING
contributor.author:
Johnson, Jeanne M.
date.accessioned:
2020-12-14T23:22:53Z
date.available:
2020-12-14T23:22:53Z
date.issued:
2017-01-01
description.abstract:
This research seeks to increase learner engagement in a third-year high school
French class through GS, based on the principles of video game design and participatory
culture. This virtual start-up incubator is set in the backdrop of La
Halle Freyssinet, an actual incubator in the 13th arrondissement in Paris. As they
developed their team’s start-up companies, students became entrepreneurs and
pursued their own interests, navigating their future selves, personally and professionally.
They also completed instructor-led tasks that provided structure and
communicative tools in the L2. Along with student choice, another motivating
factor was a final competition for virtual investor funds. Results show that participants’
engagement—as measured through surveys and reflective narratives as
well as instructor observations—is increased when students are given a choice
in their learning, are challenged to see themselves in the learning scenario, and
compete with their peers for top position.
description.provenance:
Made available in DSpace on 2020-12-14T23:22:53Z (GMT). No. of bitstreams: 1
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Previous issue date: 2017-01-01
endingpage:
305
identifier.citation:
Johnson, J.M. (2017). L'incubateur: Increasing student engagement through global simulation and gaming pedagogy in the L2 classroom. The American Association of University Supervisors, Coordinators and Directors of Foreign Languages Programs (AAUSC), 294-305. http://hdl.handle.net/102015/69776
identifier.uri:
http://hdl.handle.net/10125/69776
publisher:
Cengage
site_url:
/item/361
startingpage:
294
title:
L'incubateur: Increasing student engagement through global simulation and gaming pedagogy in the L2 classroom