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L'incubateur: Increasing student engagement through global simulation and gaming pedagogy in the L2 classroom
|Title:||L'incubateur: Increasing student engagement through global simulation and gaming pedagogy in the L2 classroom|
|Authors:||Johnson, Jeanne M.|
|Date Issued:||01 Jan 2017|
|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|
|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.
|Appears in Collections:||
2017 ENGAGING THE WORLD: SOCIAL PEDAGOGIES AND LANGUAGE LEARNING|
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