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Gaming as pedagogy in the linguistics classroom

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.