Multimodal literacy for teenage EFL students teenage EFL students | Page 15

"Games have sociological, religious, psychological, and ethical implications"

Matthew Stevenson

the sixth stage: save the round (multiliteracies around the woRLD)

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The Chinese college where students learn by playing video games

At the school in Jinan, students focus on improving their skills in some of the most popular e-sports games.

League of Legends, one of the world’s most played games, is a strategy driven bout where players fight each other in a digital arena.

First person shooters like Overwatch, Counter Strike and the hugely popular newcomer Player Unknown’s Battlegrounds, are also key parts of this unusual syllabus.

This stage is a informative stage. Here you can read about how in other countries the use of visual multiliteracies like a video games have impacted toward an amazing level.

IN LOS ANGELES

Increasingly, video and online games are making the transition from extracurricular to educational activities. Teachers are using the popular game Angry Birds in physics lessons, and others are using games such as SimCity to show how systems interact.

The immersible and complex nature of today's gaming world allows teachers to guide students through a variety of lessons using video and online games, says Matthew Stevenson, a teaching associate earning his master's in mathematics at California State University.