DIGITAL EDUCATIONAL GAMES ON CLIMATE CHANGE TO ENGAGE SECONDARY SCHOOL STUDENTS INTO AN IMMERSIVE VIRTUAL ENVIRONMENT AT EFL CLASSES Cover Image

DIGITAL EDUCATIONAL GAMES ON CLIMATE CHANGE TO ENGAGE SECONDARY SCHOOL STUDENTS INTO AN IMMERSIVE VIRTUAL ENVIRONMENT AT EFL CLASSES
DIGITAL EDUCATIONAL GAMES ON CLIMATE CHANGE TO ENGAGE SECONDARY SCHOOL STUDENTS INTO AN IMMERSIVE VIRTUAL ENVIRONMENT AT EFL CLASSES

Author(s): Aurora - Tatiana DINA
Subject(s): Foreign languages learning, School education, History of Education, Educational Psychology, Sociology of Education, Distance learning / e-learning, Pedagogy
Published by: Editura Arhipelag XXI
Keywords: digital games; climate changes; English language lesson; virtual resources; latent learning;

Summary/Abstract: The present paper aims to present an exploratory study about the attitude students have towards digital educational games on a specific topic, such as climate change and environment, at English language classes. It studies the role these types of games might have on reaching subconsciously the environment and climate change context, while consciously acquiring the learning outcome of the lesson, that is vocabulary and structures in English. The article presents the pedagogy of teaching through computer- based games in specific learning contexts, while empowering students with important thinking and reasoning skills. All the post pandemic used learning environments: virtual, online, hybrid, in one word, remote learning, together with the web 2.0 educational tools, are the examples of a new era, that of the student – computer interaction, in which teachers have to diversify their didactic strategy and to become real creators, with analytical thinking, while students become able to have a quicker and global access to the virtual educational resources, to complex information, better structured, more logically organized.

  • Issue Year: 2023
  • Issue No: 32
  • Page Range: 641-650
  • Page Count: 10
  • Language: English