Towards narrative-centred digital texts for advanced second language learners

Authors

  • Nolan Bazinet Université de Sherbrooke

DOI:

https://doi.org/10.18192/olbiwp.v7i0.1363

Keywords:

Second language acquisition, Digital literature, English second language teaching, Computer assisted language learning (CALL)

Abstract

Recently, there has been a steady influx of language development software and games intended for use both at home and in the classroom. Although some of these technologies are effective for language learners to develop certain skills such as sight word recognition, many of them lack aspects of advanced level literacy such as expanded narrative and character development, which can allow for higher cognitive function and thus greater language mastery. While recent research emphasizes the pedagogical possibilities for video games and interactive fiction when teaching basic L1 literacy and literature respectively (Simanowski, Schäfer and Gendolla, 2010; Beavis, O’Mara and McNeice, 2012), this paper makes the argument that similar texts and media can help advanced L2 language learners further develop a knowledge of figurative, culturally imbued language which they could analyze and substantiate in relatively autonomous environments. Furthermore, these digital texts function as dynamic, pedagogical tools that can elicit critical technological literacy, a skill that is ever more crucial in our increasingly mediatised and technological age.

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Published

2015-07-21

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