Abstract

We explore how content-driven games may be utilized to enhance linguistics pedagogy in the classroom. We explore three games created by the authors for in-class play. The games involve semantics: Eventuality (about aspect/Aktionsart), f(x) (lambda-calculus); and syntax: Parameters. We discuss the major skills developed by the games and the best practices for designing games for in-class use. We focus on four elements in the talk: player interaction, randomization, process training, and entertainment.

Highlights

  • We explore how content-driven games may be utilized to enhance linguistics pedagogy in the classroom

  • This paper describes efforts the authors have made to introduce games directly into linguistics pedagogy in advanced courses

  • We examine how linguistics pedagogy and outreach may be improved through the use of games

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Summary

IN DEVELOPMENT

Parameters is a game that involves the basics of syntactic analysis, largely based on the Principles and Parameters approach developed in Carnie’s (2013) Syntax: A Generative Introduction. Action cards allow players to interact with game rules in various ways, including viewing other players’ hands, replacing Language Cards from score piles, drawing additional Language Cards to the tableau, and so forth. 3. Randomization Every instance of play will involve different combinations of Language, Parameter, and Action cards, which makes a random play space. Randomization Every instance of play will involve different combinations of Language, Parameter, and Action cards, which makes a random play space This further reinforces the skills in (2) by creating unique combinations of syntactic examples and parameters for learners to match. Entertainment Much of the entertainment of the game is driven through the player interaction described in (1) and the race element of the game

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