This Land is My Land: Teachers' integration of game and novel in English instruction.

Background: The most recent Norwegian educational reform, in force from 2020, was the first to include games alongside more traditional language learning resources (e.g., novels, films, music) in the English curriculum for secondary school. This educational emphasis on games provided a unique opport...

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Publicado en:Journal of Computer Assisted Learning Vol. 40; no. 5; pp. 2190 - 2208
Autores principales: Ahmadian, Shilan, Brevik, Lisbeth M.
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Oct2024
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Oct2024
      vid: 40
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.13012
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        atl: This Land is My Land: Teachers' integration of game and novel in English instruction.
      aug:
        au:
          Ahmadian, Shilan
          Brevik, Lisbeth M.
        affil: Department of Teacher Education and School Research, University of Oslo, Oslo, Norway
      sug:
        subj:
          Video Games
          Books
          English Language Education
          Learning Environment
          Teachers
          Schools, Secondary
          Computer-Assisted Instruction
          Human
          Students, High School Psychosocial Factors
          Adolescence
          Multimethod Studies
          Videorecording Evaluation
          Retrospective Design
          Interviews
          Thematic Analysis
          Native Americans
          Student Experiences
          Literacy
          Intelligence
          Norway
          Reading
          Wireless Communications
          Faculty Attitudes
          Decision Making
          Memory
          Thinking
          Male
          Female
          Descriptive Statistics
          Student Attitudes
          Task Performance and Analysis
          Student Knowledge
          Funding Source
          Adolescent: 13-18 years
          Male
          Female
      ab: Background: The most recent Norwegian educational reform, in force from 2020, was the first to include games alongside more traditional language learning resources (e.g., novels, films, music) in the English curriculum for secondary school. This educational emphasis on games provided a unique opportunity to examine how games are actually used in secondary English instruction in combination with other resources. Objectives: The aim of this study was to investigate how the digital commercial game This Land is My Land was used alongside a printed novel in naturally occurring English instruction in two lower secondary classes during a two‐week project labelled 'The Native American Experience'. Methods: Participants involved one teacher, nine student teachers and 52 students (aged 13–14). Using a mixed methods design, we integrated quantitative and qualitative analyses of classroom video recordings (N = 20), screen recordings during gameplay (N = 32), student texts (N = 32) and retrospective student interviews (N = 7). We used the validated Protocol for Language Arts Teaching Observation (PLATO; Grossman, 2015) for analyses of video and screen recordings and reflexive thematic analysis (Braun & Clarke, 2022) of student texts and interviews. Results and Conclusions: The combination of digital game and printed novel during English instruction provided a dual perspective on the Native American experience. While the novel provided a window for observing the topic historically, the game provided a playground to experience the topic interactively. Although the combination of game and novel offered students different perspectives on the Native American experience, we identified missed opportunities for those who gamed before reading, whereas students who read before gameplay used their knowledge from the novel when they engaged with the game content. In the broader context of educational technology and language instruction, this study identified how to combine digital and traditional literacies that acknowledge students' prior knowledge with diverse literacies. Lay Description: What is already known about this topic: Digital games are the most popular literacy used by young people worldwide.Teachers implement digital games as part of their instruction, but often games that are designed for educational purposes.When teachers use digital games that are not designed for educational purposes, that is, commercial games, it often involves researcher intervention. What this paper adds: Observational research on instruction that involved a commercial game in two English classes in Norway, completely without researcher intervention.Commercial gameplay was an integrated part of the English instruction and used in combination with reading a printed novel.The combination of gameplay and reading provided students with different perspectives and experiences on the same topic Implications of study for practitioners: Teachers should use commercial games as an integrated part of their English instruction for subject‐specific purposes.Student engagement in learning might be enhanced when commercial games are used in combination with literature.It might be beneficial to have a pre‐reading activity before gameplay, to provide background knowledge.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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