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dc.contributor.authorHansen, Jonas Bjørkå
dc.date.accessioned2018-09-26T07:45:01Z
dc.date.available2018-09-26T07:45:01Z
dc.date.issued2018
dc.identifier.urihttp://hdl.handle.net/11250/2564599
dc.descriptionMaster's thesis education EN502 - University of Agder 2018nb_NO
dc.description.abstractThe aim of this thesis is to explore scientific literature on the use of computer games as a tool for second language learning, and to use reviewed literature to create hypothetical classrooms sessions in which computer games are used as a tool. Therefore, the thesis question is “What does scientific literature say about the improvement of ESL skills among gamers? Moreover, might this information be helpful in the Norwegian English language classroom?” The work is structured as a three-part study, whereas the first is a literature review on studies related to computer games and language learning. The second part is about didactics; where relevant didactic principles are discussed and related to the studies reviewed in part one. The third part is a set of hypothetical classroom sessions based on the findings from part one and the didactic principles discussed in part two.nb_NO
dc.language.isoengnb_NO
dc.publisherUniversitetet i Agder ; University of Agdernb_NO
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.subjectEN502nb_NO
dc.titleComputer Games and ESL Learning : A scientific literature review with hypothetical classroom sessionsnb_NO
dc.typeMaster thesisnb_NO
dc.subject.nsiVDP::Samfunnsvitenskap: 200::Pedagogiske fag: 280nb_NO
dc.source.pagenumber74 p.nb_NO


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Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
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