Video game meets literature : language learning with interactive fiction

Detalhes bibliográficos
Autor(a) principal: Pereira, Joe
Data de Publicação: 2018
Tipo de documento: Artigo
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://ojs.letras.up.pt/index.php/et/article/view/4043
Resumo: The evolution of language teaching approaches and advances in technology have brought with them changes in how and where languages are learned. One way in which language can be practised in a highly empowering and engaging way is through digital game-based learning (DGBL). Interactive Fiction (IF) is a text-based genre of video game which blends literature and puzzle-solving in a simulated world where the player becomes the protagonist of a narrative and controls her actions, seeing the world through her eyes. IF games respond to natural language input in a meaningful way, making them a unique form of non-linear participatory story-telling. Being both a digital game and a form of electronic literature, playing/reading IF can provide an extremely motivating, engaging and creative language learning experience, implementing all four language skills and many cognitive processes – both in and beyond the classroom.
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spelling Video game meets literature : language learning with interactive fictionArticlesThe evolution of language teaching approaches and advances in technology have brought with them changes in how and where languages are learned. One way in which language can be practised in a highly empowering and engaging way is through digital game-based learning (DGBL). Interactive Fiction (IF) is a text-based genre of video game which blends literature and puzzle-solving in a simulated world where the player becomes the protagonist of a narrative and controls her actions, seeing the world through her eyes. IF games respond to natural language input in a meaningful way, making them a unique form of non-linear participatory story-telling. Being both a digital game and a form of electronic literature, playing/reading IF can provide an extremely motivating, engaging and creative language learning experience, implementing all four language skills and many cognitive processes – both in and beyond the classroom.2018-05-17T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttps://ojs.letras.up.pt/index.php/et/article/view/4043por1647-712XPereira, Joeinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-09-21T15:56:55Zoai:ojs.pkp.sfu.ca:article/4043Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:56:43.214564Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Video game meets literature : language learning with interactive fiction
title Video game meets literature : language learning with interactive fiction
spellingShingle Video game meets literature : language learning with interactive fiction
Pereira, Joe
Articles
title_short Video game meets literature : language learning with interactive fiction
title_full Video game meets literature : language learning with interactive fiction
title_fullStr Video game meets literature : language learning with interactive fiction
title_full_unstemmed Video game meets literature : language learning with interactive fiction
title_sort Video game meets literature : language learning with interactive fiction
author Pereira, Joe
author_facet Pereira, Joe
author_role author
dc.contributor.author.fl_str_mv Pereira, Joe
dc.subject.por.fl_str_mv Articles
topic Articles
description The evolution of language teaching approaches and advances in technology have brought with them changes in how and where languages are learned. One way in which language can be practised in a highly empowering and engaging way is through digital game-based learning (DGBL). Interactive Fiction (IF) is a text-based genre of video game which blends literature and puzzle-solving in a simulated world where the player becomes the protagonist of a narrative and controls her actions, seeing the world through her eyes. IF games respond to natural language input in a meaningful way, making them a unique form of non-linear participatory story-telling. Being both a digital game and a form of electronic literature, playing/reading IF can provide an extremely motivating, engaging and creative language learning experience, implementing all four language skills and many cognitive processes – both in and beyond the classroom.
publishDate 2018
dc.date.none.fl_str_mv 2018-05-17T00:00:00Z
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url https://ojs.letras.up.pt/index.php/et/article/view/4043
dc.language.iso.fl_str_mv por
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