Advanced EAL Learners and Immersive Gaming

Backround

This research project set out to develop pedagogy around the use of photo-realistic 3D immersive computer games with advanced EAL learners to promote more academic use of language and consequently raise standards in writing.

Peripherally, the project also considered the relevance of gaming technology for 21st-century learning and how ICT can be used to enhance language learning across the curriculum, including considering the relative merits of using interactive, touch-sensitive technologies to promote collaboration.

The study was conducted in two different contexts: Secondary Phase and Primary Phase.

Secondary phase
  • a small-group of three advanced EAL learners from Years 8 and 9

  • withdrawal intervention model

  • 12 hours of guided teaching sessions in one- or two-hour blocks

Primary phase (Key Stage 2)
  • five advanced EAL learners from Years 4 and 5 in a whole class setting

  • collaborative teaching model

  • around 30 hours of teaching over a four-week period.

Whilst this research report considers both contexts, illustrative examples and specific outcomes have been mainly drawn from the Key Stage 2 study.

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Further information

For further details see EAL and immersive games on the British Council EAL Nexus website.