O1 Abstract
Co-design focused, participatory approach to exploring a serious game with teachers of adult migrants with limited/interrupted formal education experience (2022)
Malessa, E. (2022). Co-design focused, participatory approach to exploring a serious game with teachers of adult migrants with limited/interrupted formal education experience. In Languages and People: Problems and Solutions : 6th International Conference of Applied Linguistics : Abstracts. Vilnius University. https://litaka.lt/wp-content/uploads/2022/10/Konferencija-06-Tezes.pdf
JYU authors or editors
Publication details
All authors or editors: Malessa, Eva
Parent publication: Languages and People: Problems and Solutions : 6th International Conference of Applied Linguistics : Abstracts
Conference:
- International Conference of Applied Linguistics
Place and date of conference: Vilnius, Lithuania, 29.-30.9.2022
Publication year: 2022
Number of pages in the book: 70
Publisher: Vilnius University
Publication country: Lithuania
Publication language: English
Persistent website address: https://litaka.lt/wp-content/uploads/2022/10/Konferencija-06-Tezes.pdf
Publication open access: Openly available
Publication channel open access: Open Access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/88604
Abstract
At the core of my ongoing user study is gamified digital literacy support of adult emergent readers in migrant late literacy and second language training in Finland (see Malessa, 2021). In this study, in-service adult basic literacy and Finnish language teachers tested a specific game app originally developed for young children to enhance their first/second language and literacy skills and development in Finnish. The tested GraphoLearn app was developed by the AllRead team (see University of Jyväskylä, 2021). Participating teachers provided their feedback on their gaming experience via personal gaming diaries and individual researcher-teacher online interviews. Preliminary findings will be presented and discussed.
The focus of this study is to reflect on and evaluate a specific literacy game app in collaboration with adult literacy educators, benefitting from their professional expertise and practical classroom experience. The aim of this study is to devise language specific as well as non-language specific design guidelines for gamified literacy support for the modification of the tested app in question to make serious gaming enjoyable and efficient for LESLLA learners and teachers alike.
Keywords: immigrants; literacy; language skills; learning; language learning; gamification; adults; Finnish as a second language
Contributing organizations
Ministry reporting: Won't be reported
- School of Resource Wisdom (University of Jyväskylä JYU) JYU.Wisdom
- Applied language studies (Centre for Applied Language Studies SOLKI)
- Multiliteracies for social participation and in learning across the life span (University of Jyväskylä JYU) MultiLEAP; 2021-2026. Formerly RECLAS
- Digitalization in and for learning and interaction (University of Jyväskylä JYU) JYU.LearnDigi
- Multidisciplinary research on learning and teaching (University of Jyväskylä JYU) MultiLeTe
- School of Wellbeing (University of Jyväskylä JYU) JYU.Well
- School of Wellbeing (University of Jyväskylä JYU) JYU.Well
- School of Resource Wisdom (University of Jyväskylä JYU) JYU.Wisdom
- Multidisciplinary research on learning and teaching (University of Jyväskylä JYU) MultiLeTe
- Digitalization in and for learning and interaction (University of Jyväskylä JYU) JYU.LearnDigi
- Multiliteracies for social participation and in learning across the life span (University of Jyväskylä JYU) MultiLEAP; 2021-2026. Formerly RECLAS