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  • Play to learn: self-directed home language literacy acquisition through online games

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    104078_1.pdf (923.4Kb)
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    Accepted Manuscript (AM)
    Author(s)
    Eisenchlas, Susana A
    Schalley, Andrea C
    Moyes, Gordon
    Griffith University Author(s)
    Eisenchlas, Susana A.
    Moyes, Gordon D.
    Year published
    2016
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    Abstract
    Home language literacy education in Australia has been pursued predominantly through Community Language Schools. At present, some 1000 of these, attended by over 100,000 school-age children, cater for 69 of the over 300 languages spoken in Australia. Despite good intentions, these schools face a number of challenges. For instance, children may lack motivation and perceive after-hours schooling as an unnecessary burden. Trained teachers and suitable teaching materials are often not available. Moreover, not every language can be offered in each city or region. Hence, home language speakers' needs are often not met. This situation ...
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    Home language literacy education in Australia has been pursued predominantly through Community Language Schools. At present, some 1000 of these, attended by over 100,000 school-age children, cater for 69 of the over 300 languages spoken in Australia. Despite good intentions, these schools face a number of challenges. For instance, children may lack motivation and perceive after-hours schooling as an unnecessary burden. Trained teachers and suitable teaching materials are often not available. Moreover, not every language can be offered in each city or region. Hence, home language speakers' needs are often not met. This situation has detrimental effects for children, families and communities, and entails a loss of opportunities for the country. Reporting on an alternative approach, this paper presents a pilot study conducted in Australia with English-German bilinguals. We sought to investigate whether primary school-aged children can self-direct their home language literacy acquisition through playing online educational games in the privacy of their homes and with little adult input. Results indicate that the games can be effective in promoting emergent literacy development. Thus, such a grassroots approach could become a viable option for multilingual societies, addressing some of the practical challenges faced by, for instance, Community Language Schools.
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    Journal Title
    International Journal of Bilingual Education and Bilingualism
    DOI
    https://doi.org/10.1080/13670050.2015.1037715
    Copyright Statement
    © 2015 Taylor & Francis (Routledge). This is an Accepted Manuscript of an article published by Taylor & Francis in International Journal of Bilingual Education and Bilingualism on 26 May 2015, available online: http://www.tandfonline.com/doi/full/10.1080/13670050.2015.1037715
    Note
    This publication has been entered into Griffith Research Online as an Advanced Online Version.
    Subject
    Curriculum and pedagogy
    Computer gaming and animation
    Applied linguistics and educational linguistics
    Sociolinguistics
    Publication URI
    http://hdl.handle.net/10072/154670
    Collection
    • Journal articles

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