Classification of Games to Be Used in Virtual Learning Environments: Some Reflections Based on the EU-Funded GUINEVERE Project

Thomas, Michael orcid iconORCID: 0000-0001-6451-4439, Schneider, Christel and Can, Tuncer (2019) Classification of Games to Be Used in Virtual Learning Environments: Some Reflections Based on the EU-Funded GUINEVERE Project. Innovation in Language Learning 2018 . ISSN 2420-9619

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Abstract

In the context of the EU-funded GUINEVERE Project (Games Used IN Engaging Virtual Environments
for Real-time language Education, 2017-2019), research has been undertaken to define different
categories of games used in virtual language teaching environments. This paper aims to analyse and
categorise selected games for language learning, created and provided for 2D and 3D virtual learning
environments and identify their suitability for use in 3D immersive virtual language learning. The fieldtesting
events within GUINEVERE offered sound evidence of the effectiveness of selected games
according to levels, categories, needs, and their adaptability to a variety of language learning contexts,
as well as different virtual learning platforms such as Second Life, Open Sim, and Minecraft. The
models of game-like activities described in this paper show many examples of good practice that
indicate how important it is to encourage learners to become actively involved in the learning process
[1] , [2].


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