Research Associate, Leuphana University Lüneburg
Email: [email protected]
Pedagogy keywords: Issues of habitus, (pre-service) teacher education and use of GBL and GBT, heterogeneity & special educational needs; diversity more broadly, especially issues of class & gender & sexuality.
Ludic keywords: dedicated language learning games, serious games (anything that is NOT MMORPG)
Language keywords: issues of linguistic capital, inclusive language, critical language learning. German & EFL
Carolyn Blume is currently a research associate at the Leuphana University in Northern Germany, located within the Institute of English Studies (EFL). She teaches undergraduate students additional language acquisition & learning theory, and heterogeneity & inclusion in the EFL classroom. Her current development projects and research focus primarily on reflective teacher development in EFL. She is a native New Yorker with 20+ years of secondary school teaching and administrative experience and an increasing passion for issues of social justice. She owns an iPad, but can’t use it very well.
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💬 Social connectionsFollow @ CaroBlume
For an updated list of Carolyn’s publications, please see her University profile.
Blume, C. (2019). Games People (Don’t) Play: An Analysis of Pre-Service EFL Teachers’ Behaviors and Beliefs Regarding Digital Game-Based Language Learning. Computer Assisted Language Learning, 1-24
Blume, C. (2019). Playing by Their Rules: Why Issues of Capital (Should) Influence Digital Game-Based Language Learning in Schools, CALICO Journal. 36(1), 19-38.
Blume, C., Gerlach, D., Roters, B. & Schmidt, T. (2019) The ABCs of Inclusive English Teacher Education: A Quantitative and Qualitative Study Examining the Attitudes, Beliefs and (Reflective) Competence of Pre-Service Foreign Language Teachers. TESL-EJ. 22, 4-17
Blume, C. & Würffel, N. (2018). Using Technologies for Foreign Language Learning in Inclusive Settings. Fremdsprachen Lehren und Lernen. 47(2), 8-27.
Blume, C., Schmidt, T. & Schmidt, I. (2017). An Imperfect Union?: Enacting an Analytic and Evaluative Framework for Digital Games for Language Learning. Zeitschrift für Fremdsprachenforschung. 28(2), 209-231.