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Record W7009288103

Digital Games in the Elementary Classroom: \nUsing Club Penguin Island with Grade 6 ESL \nstudents

2021· article· en· W7009288103 on OpenAlexaboutno aff

Bibliographic record

VenueProject Muse (Johns Hopkins University) · 2021
Typearticle
Languageen
FieldSocial Sciences
TopicDigital Games and Media
Canadian institutionsnot available
Fundersnot available
KeywordsVideo gameWeb siteQuantitative methodologyClub
DOInot available

Abstract

fetched live from OpenAlex

L'auteur explore l'interaction négociée chez des élèves de 6e année (âgés de 11 à 12 ans) appelés à effectuer des tâches de communication dans le cadre du jeu de l'Île de Club Penguin, un jeu de rôle en ligne multijoueur de masse. À la différence des chercheurs qui se sont précédemment intéressés aux jeux numériques, il utilise le jeu de l'Île de Club Penguin en contexte d'interaction en classe. L'étude a pour buts d'évaluer la présence d'épisodes mettant l'accent sur la forme (EMAF), d'en définir les caractéristiques, d'évaluer l'incidence de la nature de la tâche et d'analyser les attitudes des participants à la suite de l'utilisation du jeu. Le projet est réalisé auprès de 20 élèves de 6e année inscrits à un programme intensif d'anglais langue seconde (ALS) dans la province de Québec. Une tâche lacunaire, une tâche lacunaire de raisonnement et une tâche comportant un élément de rédaction sont effectuées en dyades à l'aide de tablettes iPads. Des enregistrements et un questionnaire d'attitudes sont utilisés pour colliger les données. L'analyse révèle que les EMAF sont déclenchés au cours de la réalisation des tâches dans le cadre du jeu et que les élèves sont en mesure de négocier l'interaction sans l'aide de leur instructeur. L'auteur constate que la lacunaire entraîne davantage de EMAF et que les attitudes sont positives à l'égard du jeu et des tâches. Les retombées pédagogiques de l'étude font ressortir les conséquences de l'utilisation des jeux de rôle en ligne multijoueur de masse et enrichissent les écrits sur l'interaction négociée des jeunes apprenants. Abstract: The present study explored negotiated interaction with Grade 6 students (age 11–12) engaged in communicative tasks supported by Club Penguin Island, a massively multiplayer online role-playing game (MMORPG). Unlike previous studies on digital games, the present study assessed the use of Club Penguin Island during face-to-face interaction. Objectives were to assess the presence of focus-on-form episodes (FFEs), identify their characteristics, evaluate the impact of task type, and explore participants' attitudes following the use of the game. The project was carried out with 20 Grade 6 intensive English as a second language (ESL) students in the province of Quebec. An information-gap task, a reasoning-gap task, and a task with a writing component were carried out in dyads using iPads. Recordings and an attitude questionnaire were used to gather data. The analysis revealed that FFEs were triggered while carrying out tasks with the game and that students were able to negotiate interaction without the help of their instructor. The information-gap task was found to lead to more FFEs, and attitudes were found to be positive toward the game and tasks. Pedagogical implications underscore the impact of using MMORPGs and add to the literature on negotiated interaction with young learners.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.002
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.205
Threshold uncertainty score0.407

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.002
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0010.001
Science and technology studies0.0040.001
Scholarly communication0.0030.001
Open science0.0010.003
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0060.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.019
GPT teacher head0.254
Teacher spread0.234 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2021
Admission routes1
Has abstractyes

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