![]() ![]() First, the chapter describes game genres and types and presents an overview of possible game experiences. This chapter explores digital games and their relevance and usefulness to L2 learning and pedagogy for both researchers and educators. We invite critique and scholarly conversation towards considering similar models across institutions, disciplines, and settings. ![]() In this working example we detail the existing structures, institutional offerings, nurtured relationships, challenges and early successes from our endeavor. Research, models of DML across the country, previous experience integrating digital media for learning, and consciously navigating the reality of culture, policies, and challenges in education informs our work. Recognizing that the undertaking must acknowledge individual situations and contexts, we explore the viability of our collaborative, interdisciplinary venture to build a comprehensive DML program at a traditional university. Developing effective programs must be a partnership between various stakeholders seeking to design coursework, spaces for interaction, and collaborative projects. ![]() Research and teaching concerning Digital Media & Learning (DML) should not be the sole responsibility of one university department or program. ![]()
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