IMPLEMENTING VIDEO GAME IMMERSION AS A TEACHING TOOL AND CREATING A VIDEO TEXTBOOK ON MIMETICS: JAPANESE GITAIGO ONOMATOPOEIC WORDS MADE EASIER (Hints for Creatively Teaching Students form Generation Z (original) (raw)
2021, ЛИНГВИСТИЧНИ ПРОБЛЕМИ LINGUISTIC PROBLEMS
Admittedly Japanese onomatopoeic words are hard to teach to L2 learners of the language. Gitaigo (mimetic words for conditions or states) are especially tricky since they have hardly any counterparts in Indo-European languages. The author proposes findings proving that if those mimetic words are taught in analogy with the state of immersion as found in playing video games, they become much easier to understand, remember and use. The micro-universe of gitaigo as well as that of immersion, demand and rely on complete involvement of the learner/player in the make-believe world defined by joined collaborative effort of human sensorium and imagination. Immersion is the experience of being drawn ineven transported to a fictional world through storytelling. By means of imitating a state of complete presence in the world of a modemimicking gitaigo word, students come to feel, rather than learn it; they also remember it firmly. Another motivating way out of the pedagogical deadlock is the making of a state-of-the-art teaching materiala video textbook. Students nowadays have no memory of a world without the World Wide Web, cell phones, or personal computers. Being used to visuals, screens and quick search engines, a textbook that engages both their senses and rationality, is easily accessible by digital devices, and stimulates imagination, is bound to prove interesting, informative, and respected.
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Applying Video Game Immersion as a Valuable Tool in Teaching Japanese Mimetic Gitaigo Words
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