Panicha Nitisakunwut | Mahidol University (original) (raw)
Papers by Panicha Nitisakunwut
English Language Teaching
Many English as a Foreign language (EFL) teachers think that a target language should be solely u... more Many English as a Foreign language (EFL) teachers think that a target language should be solely used as a medium of instruction to allow the learners to immerse in the target language. However, in the learning process, the learners learn about the language content and other cognitively-related skills such as discussion, reasoning, and evaluation to complete the tasks. Some tasks could be more challenging to understand, discuss, explain, or complete in learners’ foreign language because they might need higher competence and fluency in the target language. This article attempts to review socioculturally informed research on the use of L1 in L2 or EFL classes and the features of English as a foreign language. The advantages of utilizing L1 in EFL courses will next be covered. The article will conclude with some advice that EFL teachers might utilize to increase their students’ productivity in EFL classes by utilizing L1 as a supporting tool for language learning.
International Journal of Online Pedagogy and Course Design
The number of digital game-based language learning studies over the past two decades has consider... more The number of digital game-based language learning studies over the past two decades has considerably increased. Conversely, game-based pedagogy from the instructional design perspective has been discussed to a lesser extent despite the emergence of a variety of digital games in the global educational technology market. The objectives of the present study were to examine the game design elements of digital game-based language learning as a pedagogical tool for English language settings and to address the application of digital games in pedagogical settings. A scoping review was employed as the research synthesis, and the PRISMA method was utilized to manage the screening process and to code the articles. The results revealed that game design elements including game genres, game availability, and game platforms have an impact on the effectiveness of digital game-based language teaching. In addition, the implementation of digital game-based pedagogy relies upon two aspects: system des...
International Journal of Mobile Learning and Organisation
The purposes of this paper are: (1) to explore manual games using in English language teaching an... more The purposes of this paper are: (1) to explore manual games using in English language teaching and learning in Thailand during 2007-2014 focusing on game [1] procedures and (2) to run 1-3 selected games in ISAGA 2014 Conference. Three English language teaching (ELT) games were selected from ThaiLIS (Thai Library Integrated System) by using keyword: game. Then 1,176 came out and 32 were ELT games. These 32 games were analysed and synthesized in term of components of game-based learning, game design, and game procedure. The results showed that most games were mostly designed by the framework of teaching English for communication. The process of using games includes warm-up, presentation, practice, production, and wrap-up. In addition, students had higher scores after utilizing games during learning, and also the students showed positive attitudes toward learning with games. Keywords: ThaiLIS (Thai Library Integrated System); English language teaching and learning; manual games บทคดยอ ...
Veridian E Journal, Jun 30, 2014
English Language Teaching
Many English as a Foreign language (EFL) teachers think that a target language should be solely u... more Many English as a Foreign language (EFL) teachers think that a target language should be solely used as a medium of instruction to allow the learners to immerse in the target language. However, in the learning process, the learners learn about the language content and other cognitively-related skills such as discussion, reasoning, and evaluation to complete the tasks. Some tasks could be more challenging to understand, discuss, explain, or complete in learners’ foreign language because they might need higher competence and fluency in the target language. This article attempts to review socioculturally informed research on the use of L1 in L2 or EFL classes and the features of English as a foreign language. The advantages of utilizing L1 in EFL courses will next be covered. The article will conclude with some advice that EFL teachers might utilize to increase their students’ productivity in EFL classes by utilizing L1 as a supporting tool for language learning.
International Journal of Online Pedagogy and Course Design
The number of digital game-based language learning studies over the past two decades has consider... more The number of digital game-based language learning studies over the past two decades has considerably increased. Conversely, game-based pedagogy from the instructional design perspective has been discussed to a lesser extent despite the emergence of a variety of digital games in the global educational technology market. The objectives of the present study were to examine the game design elements of digital game-based language learning as a pedagogical tool for English language settings and to address the application of digital games in pedagogical settings. A scoping review was employed as the research synthesis, and the PRISMA method was utilized to manage the screening process and to code the articles. The results revealed that game design elements including game genres, game availability, and game platforms have an impact on the effectiveness of digital game-based language teaching. In addition, the implementation of digital game-based pedagogy relies upon two aspects: system des...
International Journal of Mobile Learning and Organisation
The purposes of this paper are: (1) to explore manual games using in English language teaching an... more The purposes of this paper are: (1) to explore manual games using in English language teaching and learning in Thailand during 2007-2014 focusing on game [1] procedures and (2) to run 1-3 selected games in ISAGA 2014 Conference. Three English language teaching (ELT) games were selected from ThaiLIS (Thai Library Integrated System) by using keyword: game. Then 1,176 came out and 32 were ELT games. These 32 games were analysed and synthesized in term of components of game-based learning, game design, and game procedure. The results showed that most games were mostly designed by the framework of teaching English for communication. The process of using games includes warm-up, presentation, practice, production, and wrap-up. In addition, students had higher scores after utilizing games during learning, and also the students showed positive attitudes toward learning with games. Keywords: ThaiLIS (Thai Library Integrated System); English language teaching and learning; manual games บทคดยอ ...
Veridian E Journal, Jun 30, 2014