Having looked at some myths about game-based learning and some questions and doubts about it, Dave Dodgson returns with the third post in his guest series, this time looking at the different forms a GBL lesson can take and how we can ensure that gaming translates into language learning and development.
In last week’s opening post in his series about game-based learning, David Dodgson looked at some of the myths that surround both GBL and gaming in general. This week, he discusses some of the benefits and pitfalls of introducing gaming to the language learning classroom and also examines when and how a teacher might take such an approach.
It’s crunch time for ELT publishers. There are a few more years left for the traditional ELT publishing business to stagger on, possibly even quite profitably for some. But we all know it’s on the way out, as evidenced by the attempts – with varying degrees of conviction – of the existing players to turn their businesses into ones capable of surviving and thriving in a world populated by rapidly changing student expectations and super-ambitious and rapacious EdTech start-ups who will very happily destroy the cosy world of ELT.
The office of the 90s
My first job in marketing was back in the late 90s, when I was working for what was then the University of North London (now London Metropolitan). Whilst the 1990s really aren’t that long ago, the office environment back then was a world away from the kind of offices you’ll find in the UK in 2013. It was a time when people could get away with having a cheeky ciga
SimCityEDU is the Great Gatsby of the video gaming world. That’s right. I want that to be my opening line. In the same way that Gatsby is a self-made man pursuing an idealised (albeit fundamentally flawed) dream that draws into it the rich variety of the city and its inhabitants, so too is SimCityEDU an … Read more