EdMedia + Innovate Learning, in Honolulu, HI, USA ISBN 978-1-880094-73-0 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
This paper reports the results of a case study that examined the impact on literacy skills of students who developed and played computer games. Two environments were used in this study – a web-based game shell, and an advanced videoconferencing game playing environment ENJEUX-S. Two elementary classes of French-speaking students were observed while they engaged in game development and play. In each class students created games on the topic of their interest in groups of 2 or 3. As a culminating activity, students in one class played against each other using the videoconferencing environment. The findings suggest that advanced gaming environments serve as successful vehicles for fostering language and literacy skills, and developing new digital literacies. The study demonstrated that flexible non-linear pedagogies of technologies allow teachers to use computers in the classroom effectively.
Sinitskaya Ronda, N., Owston, R. & Sanaoui, R. (2009). “Voulez-Vous Jouer?” [Do you want to play?]: Game Development Environments for Literacy Skill Enhancement. In G. Siemens & C. Fulford (Eds.), Proceedings of ED-MEDIA 2009--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 3795-3802). Honolulu, HI, USA: Association for the Advancement of Computing in Education (AACE).
© 2009 Association for the Advancement of Computing in Education (AACE)