Graphic visual novels impact on students’ reading comprehension skills
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Date
2020-06-03
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Volume Title
Publisher
Corporación Universitaria Minuto de Dios
Type
Thesis
Rights
Atribución-NoComercial-SinDerivadas 2.5 Colombia
Abstract
The following Research implies a proposal in which students can have an impact when they interact with a series of Graphic/Visual videogame in the classroom to practice their EFL reading comprehension skills (Purposeful Reading, Skimming, Scanning). The proposal of involving students with videogames is not new as several researchers have worked with videogames inside the EFL classroom. As a result, many of the projects have had positive responses in the EFL areas they have aimed to improve. For example, some of the researches that are described in the literature review have proved that students have increased their cognitive skills when learning new vocabulary such as videogames commands when playing. Other results have demonstrated how teachers have used these tools effectively as authentic material; defined as what teachers involves in the classroom that is appropriate and have quality in terms of the meaning of English learning communication (Rogers as cited in Kilickaya, 2004).
Description
To value 6th Grade students’ perceptions at John Dewey School when using Graphic/Visual novel videogames to enhance their EFL reading comprehension skills during first semester 2019.
Keywords
Videojuegos, Visual, Novels, Graphic