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dc.contributor.authorTokarieva, A.V.-
dc.descriptionAs we stated in our previous works, media competence is one of the key competences that facilitate effective functioning in the contemporary society. To develop media competence and to form media literacy means to be able to consciously consume media texts of different genres, to understand individual media needs and to express oneself personally and professionally via various media tools [11]. It is true that much of what we do and how we communicate nowadays moved to the Web. We use social media to get news updates, search for ideas, exchange photos, publish our thoughts, tell people where we are and share experiences of all kinds. It is also true that N-Generation of today’s students is growing up in networked and interactive media world, high-speed information acquisition, graphics, instant rewards and multi-tasking. As such, they favor expression through producing (rather than simply consuming) a content, collaborative problem-solving over individual approaches, shaping the flow of the peer-to-peer activities’ results, as opposed to more passive audience relationships to one-way information flows. Their media knowledge is described in terms of the new media literacies and a participatory culture, built around social skills, civic engagement, informal mentorship where what is known by the most experienced is passed along to novices, where members believe that their contributions matter, where participants feel some degree of social connection with one another [5]. With the more increasing convergence between media forms and the improved gaming ability of everyday mobile devices, video games and edutainment are gradually taking their rightful place in everyday classrooms. Serious video games – computer based games with a primary purpose other than solely entertainment – are not an exemption.uk_UA
dc.description.abstractThe article analyses the current tendencies of media integration into educational process. The educational potential of serious video games in foreign languages teaching and learning is presented. Pedagogical and practical challenges of serious video games’ application, among which are the issues of a game choice, video games’ integration into curriculum, opportunities of the gameplay for foreign language education, are discussed.uk_UA
dc.publisherУніверситет імені Альфреда Нобеляuk_UA
dc.subjectmedia competence, digital game-based learning, serious video games, foreign languages teaching and learning, educational characteristics of serious video games, genre of a video game.uk_UA
dc.titleSerious video games in foreign language educationuk_UA
Розташовується у зібраннях:Вісник Університету імені Альфреда Нобеля. ​Серія «Педагогіка і Психологія»

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