JOURNAL ARTICLE

Listening Logs for Extensive Listening Practice

Abstract

One challenge for non-native English speaking university students is using English to interact with other students socially. Socializing with newly made friends in one's first language is already a challenge, and doing it in a second or foreign language can be daunting. This chapter looks at the principles for English as a second language (ESL) learning through digital gaming. In the chapter, digital games refer to all types of games played on PC, handheld and dedicated game consoles, tablet computers, and smart phones. The basic division for games includes educational-oriented and pleasure-oriented games, or frequently called commercial over-the-shelf (COTS) games. Educational games are mainly used only in classroom contexts and are not popular among gamers in out-of-class contexts. The use of educational games in out-of-class learning may be more popular among young learners when parents have greater control of the gameplay. It discusses ESL learning through COTS game playing.

Keywords:
Active listening Class (philosophy) Pleasure Mobile device Multimedia Computer science Foreign language Mathematics education Pedagogy Psychology World Wide Web Communication Artificial intelligence

Metrics

16
Cited By
6.28
FWCI (Field Weighted Citation Impact)
0
Refs
0.97
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

EFL/ESL Teaching and Learning
Social Sciences →  Arts and Humanities →  Language and Linguistics
Second Language Learning and Teaching
Social Sciences →  Arts and Humanities →  Literature and Literary Theory

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