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Simulation and Gaming in Virtual Language Learning Literacy

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Simulation and Gaming in the Network Society

Part of the book series: Translational Systems Sciences ((TSS,volume 9))

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Abstract

The CoMoViWo project, financed by the European Union’s Education, Audiovisual and Culture Executive Agency (EACEA), aims to improve the employability of graduates and professionals by developing literacy training for virtual communication. The innovative aspect of this project is the fusion of communication, technology, and multiculturality in association with business enterprises. The present study centers on detecting the specific needs for virtual communication and mobility in the workplace by means of a descriptive analysis studying work context of 102 employees using virtual communication and a qualitative analysis based on the opinions of nine linguists, experts in the field of simulation and gaming, which brings to the foreground characteristics that games or simulations should provide, as well as the importance of effective virtual debriefing, if used in online literacy. After the fieldwork is carried out, the results obtained provide the necessary feedback for orienting the materials designers to take into account the multiple applications of simulation and gaming. The development of a series of intensive modules for improving foreign language use in virtual and mobile contexts in the workplace is the ultimate objective of the present project.

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Correspondence to Amparo García-Carbonell .

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García-Carbonell, A., MacDonald, P., Pérez-Sabater, C., Montero-Fleta, B. (2016). Simulation and Gaming in Virtual Language Learning Literacy. In: Kaneda, T., Kanegae, H., Toyoda, Y., Rizzi, P. (eds) Simulation and Gaming in the Network Society. Translational Systems Sciences, vol 9. Springer, Singapore. https://doi.org/10.1007/978-981-10-0575-6_8

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