Detroit: Become Human - Game-Based EFL

Abstract

The aim of this study was to develop a motivational English course for a language school located in the Valencian Community of Spain targetting Generation Y learners and taking into consideration the Covid-19 pandemic. Detroit: Become Human (2019) for Microsoft Windows was chosen in correspondence with the EFL Gen Yers´ experiences and expectations, in line with the students´ access to technologies and minding a shift from presential to distance learning. Open-ended and closed-ended surveys, accompanied by online semi-structural interviews provided quantitative and qualitative findings which contributed to this design. The proposal is organised around the two main pillars: teacher-assisted speaking and writing activities in one block and game-assisted reading and listening activities in another block. A pilot version was launched as four trial sessions to volunteered participants. Evaluation rubrics and in-depth interviews helped the researcher to identify the course limitation and make modifications. This research targets Generation Y learners, however, it provides some preliminary findings on Generation X and Generation Z participants.

Presenters

Alexia Larchen Costuchen
Associate Lecturer, Applied Linguistics, Universitat Politècnica de València, Valencia, Spain

Details

Presentation Type

Paper Presentation in a Themed Session

Theme

2021 Special Focus: Considering Viral Technologies: Pandemic-Driven Opportunities and Challenges

KEYWORDS

English Teaching, Curriculum Design, Digital Age, Digital Games, Virtual World

Digital Media

Downloads

Detroit: Become Human. Game-Based EFL (Costuchen - PDF)

Detroit_Become_Human_Game-Based_EFL_A_Larchen_Costuchen.pdf