Chan Gwendoline Laurissa, Santally Mohammad Issack, Whitehead Jack
University of Mauritius, Moka, Mauritius.
University of Cumbria, Carlisle, UK.
Educ Inf Technol (Dordr). 2022;27(7):9031-9064. doi: 10.1007/s10639-022-10984-y. Epub 2022 Mar 23.
Yearly in Mauritius, only a few Special Educational Needs (SEN) and especially Deaf and Hard of Hearing (DHH) students manage to get a passing mark in French language at elementary level. As at date, literature suggests that there is hardly any French language learning tools connected with pedagogical knowledge and technological tools suitable for those children. The rationale behind this paper is to show how gamification of French learning resources can positively affect SEN and especially DHH students' understanding and level of achievement in the language. Research questions were posed about the difficulties faced when students of that specific group learn to read and write in French, about how the gamification of textual resources can be used to improve the students' learning, and the impact the games have on the students. The aim of this research is to embed gamification in the teaching and learning process of French language. Advocating for both qualitative and quantitative methods, the project based itself on the pragmatic paradigm while the theoretical framework is based on action research. Using my methodological inventiveness, data was gathered using techniques such as surveys, interviews, observations and focus group discussions through the lenses of narrative inquiry. On average, most students already did quite well when subjected to their teachers' teaching methods only and showed a slight improvement for some students when games were added as learning aid.
在毛里求斯,每年只有少数有特殊教育需求(SEN)的学生,尤其是失聪和听力障碍(DHH)学生,能够在小学阶段的法语课程中取得及格分数。截至目前,文献表明,几乎没有任何与教学知识相关的法语学习工具,也没有适合这些孩子的技术工具。本文的基本原理是展示法语学习资源的游戏化如何能够积极影响有特殊教育需求的学生,尤其是失聪和听力障碍学生对该语言的理解和成绩水平。针对该特定群体的学生在学习用法语阅读和写作时所面临的困难、如何利用文本资源的游戏化来改善学生的学习,以及游戏对学生的影响提出了研究问题。本研究的目的是将游戏化融入法语教学和学习过程中。该项目倡导定性和定量方法,基于实用主义范式,而理论框架基于行动研究。运用我的方法创新,通过叙事探究的视角,使用调查、访谈、观察和焦点小组讨论等技术收集数据。平均而言,大多数学生仅依靠教师的教学方法时已经表现得相当不错,当添加游戏作为学习辅助工具时,一些学生有了轻微的进步。