
Digital game-based learning (DGBL) has successfully brought traditional game-based learning (GBL) into a new horizon due to its multimedia features, high interactivity, immediate and various feedbacks, authentic and vicarious contexts, etc. As a result, PC-based DGBL has been prevalent in the past decade. In terms of socio-cultural theory, however, PC-based DGBL has some drawbacks in nature to effectively create social interactions among learners in the classroom. The dynamics of DGBL in the classroom setting mainly relies upon learnersi¦ fervent interactions to stimulate cooperation, collaboration, problem-solving, communication, and competition in the game context. The characteristics of interactive whiteboard (IWB) exactly solve the issue of adopting DGBL in the classroom. Therefore, IWB-based DGBL has been increasingly applied in the classroom setting in recent years. Nevertheless, not all instructors can put them into effective practice. Without effective teachers carefully planning curricula and conducting classroom activities, any fantastic tools and materials can become just fancy artifacts. Hence, this study aims to tackle these problems, particularly for EFL preschoolers, by proposing a model of IWB-based DGBL instructional activities based upon Communicative Language Teaching (CLT) approach, and suggesting several principles of implementing this model for EFL preschool teachers.
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