Voices from Sudan: the use of electronic puzzles in an adult refugee community learning
Edited book (chapter)
Chapter Title | Voices from Sudan: the use of electronic puzzles in an adult refugee community learning |
---|---|
Book Chapter Category | Edited book (chapter) |
ERA Publisher ID | 2865 |
Book Title | Empowering educators: proven principles and successfulstrategies |
Authors | van Rensburg, Henrietta (Author) and Adcock, Betty (Author) |
Editors | Larkin, Kevin, Kawka, Marta, Noble, Karen, van Rensburg, Henriette, Brodie, Lyn and Danaher, Patrick Alan |
Page Range | 155-166 |
Chapter Number | 9 |
Number of Pages | 12 |
Year | 2015 |
Publisher | Palgrave Macmillan |
Place of Publication | New York, United States |
ISBN | 9781349559572 |
9781137515896 | |
Digital Object Identifier (DOI) | https://doi.org/10.1057/9781137515896_9 |
Web Address (URL) | https://link.springer.com/chapter/10.1057/9781137515896_9 |
Abstract | This research highlights the use of electronic puzzles in an online learning environment, which was part of an adult refugee community learning program for Sudanese women who were uneducated and largely illiterate. The aim of the research project was firstly to introduce the women to the use of electronic games and secondly, to improve their elementary English language ability in order to support them to resettle in the community. In this study, an electronic puzzle game became a powerful instructional teaching tool. Due to cultural differences and the disadvantaged background of this focus group, the teaching strategies adapted as the study unfolded. The proverb 'a picture is worth more than a thousand words', was exemplified through the study with this specific group. This also inspired the researchers to listen to the voices that matter, and focus specifically on pictures and puzzles during specific sessions. Although time consuming and less comprehensive, the researchers gathered 'rich' qualitative data through interviews and questionnaires. Sensory curiosity stimulated by sight, motivated students to learn. If a game is enjoyable, students will be aroused through curiosity, thus promoting a sense of satisfaction in performance encouraging further participation. |
Keywords | electronic puzzles; refugee; electronic games; computer games; ESL; women |
ANZSRC Field of Research 2020 | 390108. LOTE, ESL and TESOL curriculum and pedagogy |
399999. Other education not elsewhere classified | |
470306. English as a second language | |
Public Notes | File reproduced in accordance with the copyright policy of the publisher/author. |
Byline Affiliations | School of Linguistics, Adult and Specialist Education |
Institution of Origin | University of Southern Queensland |
https://research.usq.edu.au/item/q10y8/voices-from-sudan-the-use-of-electronic-puzzles-in-an-adult-refugee-community-learning
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