• Title of article

    An Overview of Digital Games Research and Practice for Learning: A Need to have (L) MOOC for DGBL (L)

  • Author/Authors

    Farrokhi, Farahman Department of English Language and Literature - Faculty of Persian and Foreign Languages - University of Tabriz - Tabriz, Iran , Fallah Vazirabad, Aylar Department of English Language and Literature - Faculty of Persian and Foreign Languages - University of Tabriz - Tabriz, Iran

  • Pages
    21
  • From page
    193
  • To page
    213
  • Abstract
    Developing, exploring and standardizing digital game based learning for EFL and English for Specific Purposes (ESP), requires a thorough understanding of learning context, gaming elements, ludical manners, as well as features of virtual reality in a real-life and career like setting. Unlike some traditional scientific approaches that focuses only on individual systems separately as a dipped in fashion approach, digital game requires a platform for understanding game genres, games’ use and various kind of games in order to define game design characteristics, theories of learning in digital era and to expand the characteristics and patterns of CALL application combined with linguametric perspective for digital games. It is a means and umbrella term for combined framework for multidimetional advancements, research and practices from major areas of inquiry, namely applied linguistics, psychometrics, and edumetrics of inter, supra disciplinary perspectives and emotional intelligence which gives importance to this discussion and a need to implement, develop, blend and use positive features of various digital game types in a user friendly and massively online course platform worldwide.
  • Keywords
    CALL , Digital Game-Based Learning , Massive Open Online Course (MOOC)
  • Journal title
    Journal of English Language Teaching and Learning
  • Serial Year
    2021
  • Record number

    2685728