Skip to main content

Lund University Publications

LUND UNIVERSITY LIBRARIES

Digital games and ELT : bridging the authenticity gap

Henry, Alastair LU (2013) p.133-155
Abstract
In this chapter I will suggest that in cultural contexts such as Sweden where English is an integral part of young people’s everyday lives and is encountered and used in a range of out-of-school domains, a particular challenge facing teachers is not so much generating motivation to succeed in long-term competency goals, but rather engaging students in day-to-day classroom activities. Based on the idea that self-authenticity can have a motivating force (Gecas 1991; Vannini 2006; Vannini and Burgess 2009) and drawing on James Paul Gee’s recent work on affinity spaces (Gee 2005; Hayes and Gee 2010), I will argue that teachers of English need to create learning opportunities where students can experience the types of creative and self-relevant... (More)
In this chapter I will suggest that in cultural contexts such as Sweden where English is an integral part of young people’s everyday lives and is encountered and used in a range of out-of-school domains, a particular challenge facing teachers is not so much generating motivation to succeed in long-term competency goals, but rather engaging students in day-to-day classroom activities. Based on the idea that self-authenticity can have a motivating force (Gecas 1991; Vannini 2006; Vannini and Burgess 2009) and drawing on James Paul Gee’s recent work on affinity spaces (Gee 2005; Hayes and Gee 2010), I will argue that teachers of English need to create learning opportunities where students can experience the types of creative and self-relevant interaction commonplace in digital gaming. This does not mean that teachers should look to leisure-time domains with an eye to the wholesale import of youth culture content into the classroom, but, rather, that greater scope should be given to aesthetic and personal expression in activity design. In arguing that there is a growing authenticity gap between the English students learn in school and the English they use outside, I will begin the chapter by looking at the sorts of things young people in Sweden do in their free time. (Less)
Please use this url to cite or link to this publication:
author
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
keywords
motivation, Specific Languages, Studier av enskilda språk, language pedagogy, authenticity, digital gaming, language learning
host publication
International perspectives on motivation : language learning and professional challenges - language learning and professional challenges
editor
Ushioda, Ema
pages
23 pages
publisher
Palgrave Macmillan
ISBN
978-1-137-00089-7
978-1-137-00087-3
DOI
10.1057/9781137000873_8
language
English
LU publication?
no
additional info
2018-01-11T19:55:42.640+01:00
id
f8a0c5df-2e54-4222-b9fd-cf3b279ae615
alternative location
https://hv.diva-portal.org/smash/record.jsf?pid=diva2%3A638164&dswid=-1098
date added to LUP
2023-09-06 08:53:11
date last changed
2023-09-18 07:56:20
@inbook{f8a0c5df-2e54-4222-b9fd-cf3b279ae615,
  abstract     = {{In this chapter I will suggest that in cultural contexts such as Sweden where English is an integral part of young people’s everyday lives and is encountered and used in a range of out-of-school domains, a particular challenge facing teachers is not so much generating motivation to succeed in long-term competency goals, but rather engaging students in day-to-day classroom activities. Based on the idea that self-authenticity can have a motivating force (Gecas 1991; Vannini 2006; Vannini and Burgess 2009) and drawing on James Paul Gee’s recent work on affinity spaces (Gee 2005; Hayes and Gee 2010), I will argue that teachers of English need to create learning opportunities where students can experience the types of creative and self-relevant interaction commonplace in digital gaming. This does not mean that teachers should look to leisure-time domains with an eye to the wholesale import of youth culture content into the classroom, but, rather, that greater scope should be given to aesthetic and personal expression in activity design. In arguing that there is a growing authenticity gap between the English students learn in school and the English they use outside, I will begin the chapter by looking at the sorts of things young people in Sweden do in their free time.}},
  author       = {{Henry, Alastair}},
  booktitle    = {{International perspectives on motivation : language learning and professional challenges}},
  editor       = {{Ushioda, Ema}},
  isbn         = {{978-1-137-00089-7}},
  keywords     = {{motivation; Specific Languages; Studier av enskilda språk; language pedagogy; authenticity; digital gaming; language learning}},
  language     = {{eng}},
  pages        = {{133--155}},
  publisher    = {{Palgrave Macmillan}},
  title        = {{Digital games and ELT : bridging the authenticity gap}},
  url          = {{http://dx.doi.org/10.1057/9781137000873_8}},
  doi          = {{10.1057/9781137000873_8}},
  year         = {{2013}},
}