{"created":"2023-06-26T10:48:43.558635+00:00","id":3065,"links":{},"metadata":{"_buckets":{"deposit":"22b38e60-3d8e-4290-8cd5-5a0a2bda09fd"},"_deposit":{"created_by":3,"id":"3065","owners":[3],"pid":{"revision_id":0,"type":"depid","value":"3065"},"status":"published"},"_oai":{"id":"oai:sgul.repo.nii.ac.jp:00003065","sets":[]},"author_link":["4445","4446"],"item_4_biblio_info_7":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2020-02-25","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"107","bibliographicPageEnd":"132","bibliographicPageStart":"123","bibliographic_titles":[{"bibliographic_title":"札幌学院大学人文学会紀要 = Journal of the Society of Humanities"}]}]},"item_4_description_4":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":" In this particular University classroom setting and in the classes being taught, have been placed in the lowest level in regards to English exposure with my class being their first interaction of a new language, taught purely in English. These particular students in this study were first year Economic students and of Japanese ethnicity being taught at a Japanese University. In this case, one of the the major obstacles faced by professors and English language teachers to second language learners is that of low intrinsic motivation, and an of understanding the needs of the learners being taught; from their perspectives (Scrivener, 2011, pp. 89−94).Students of any age learn much the same as early ages in what is known as the “Questioning Cycle” (Paul, 2003, p. 11). The proposed model of using games and objects (including realia) in the classroom to develop language and grammar skills has proven personally successful for the students who have attended my classes. However, when games or realia are introduced to students of University ages, some difficulties may arise within the classroom and may disrupt the lesson plans themselves. One difficulty that has been an issue is that students can possibly become overly motivated; losing focus on the lesson and the content itself. Adversely, another issue is that the students may feel that such games that include realia are “childlike” and may refuse to involve themselves at all. Both of those aforementioned negative outcomes can be allayed by the use of stating clearly that this activity can be taken as either or all of an active participation mark, in-class participation mark, or bonus point, and that when made as a competition the game becomes more involved for the students. Once the grammar is acquired though physical action and the students are ready to use their texts all three learning senses will have been engaged and the students of the second language: Audial, visual, kinesthetic and with the textbook, written reiteration of that which has already been learned. The benefits of using games and realia in class are that the students are given more chances to verbalize the target language; creating a resulting decrease in teacher involvement with students being given more opportunity for creative thought, initiating the natural thought process of native speakers..","subitem_description_type":"Abstract"}]},"item_4_description_40":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"subitem_description":"Bulletin","subitem_description_type":"Other"}]},"item_4_description_5":{"attribute_name":"内容記述","attribute_value_mlt":[{"subitem_description":"論文","subitem_description_type":"Other"},{"subitem_description":"Article","subitem_description_type":"Other"}]},"item_4_full_name_3":{"attribute_name":"著者別名","attribute_value_mlt":[{"nameIdentifiers":[{"nameIdentifier":"4446","nameIdentifierScheme":"WEKO"}],"names":[{"name":"Yara, Sabrina Kemaleddine"}]}]},"item_4_publisher_33":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"札幌学院大学総合研究所 = Research Institute of Sapporo Gakuin University"}]},"item_4_source_id_8":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"0916-3166","subitem_source_identifier_type":"ISSN"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Yara, Sabrina Kemaleddine"}],"nameIdentifiers":[{}]}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2020-03-25"}],"displaytype":"detail","filename":"JB-107-123.pdf","filesize":[{"value":"1.4 MB"}],"format":"application/pdf","licensetype":"license_note","mimetype":"application/pdf","url":{"label":"JB-107-123.pdf","url":"https://sgul.repo.nii.ac.jp/record/3065/files/JB-107-123.pdf"},"version_id":"7f081088-a4f7-4832-b0cd-81d3e5980bbe"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"Authentic tasks","subitem_subject_scheme":"Other"},{"subitem_subject":"accuracy","subitem_subject_scheme":"Other"},{"subitem_subject":"self-guided discovery","subitem_subject_scheme":"Other"},{"subitem_subject":"feedback","subitem_subject_scheme":"Other"},{"subitem_subject":"Experiential Learning Cycle","subitem_subject_scheme":"Other"},{"subitem_subject":"Authentic tasks","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"accuracy","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"self-guided discovery","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"feedback","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"Experiential Learning Cycle","subitem_subject_language":"en","subitem_subject_scheme":"Other"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"eng"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourcetype":"departmental bulletin paper","resourceuri":"http://purl.org/coar/resource_type/c_6501"}]},"item_title":"Authenticated Language Through Games that Contribute to the Interest and Language Acquisition of Learners of English Speakers of Other Languages","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"Authenticated Language Through Games that Contribute to the Interest and Language Acquisition of Learners of English Speakers of Other Languages"},{"subitem_title":"Authenticated Language Through Games that Contribute to the Interest and Language Acquisition of Learners of English Speakers of Other Languages","subitem_title_language":"en"}]},"item_type_id":"4","owner":"3","path":["352"],"pubdate":{"attribute_name":"公開日","attribute_value":"2020-03-25"},"publish_date":"2020-03-25","publish_status":"0","recid":"3065","relation_version_is_last":true,"title":["Authenticated Language Through Games that Contribute to the Interest and Language Acquisition of Learners of English Speakers of Other Languages"],"weko_creator_id":"3","weko_shared_id":3},"updated":"2023-07-26T05:38:53.289267+00:00"}