Table Of Contentp
Digital Games in
Language Learning and
Teaching
Edite d by
Hayo Reinders
Digital Games in Language Learning and Teaching
NewLanguageLearningandTeachingEnvironments
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HayoReinders
DIGITALGAMESINLANGUAGELEARNINGANDTEACHING
Forthcoming
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Digital Games in Language
Learning and Teaching
Editedby
Hayo Reinders
HeadofLearnerDevelopment,MiddlesexUniversity,UK
Selection,editorialcontentandintroduction©HayoReinders2012
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– Game on!
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Contents
ListofTablesandFigures ix
Foreword xii
NotesonContributors xv
Introduction 1
Part I FromTheorytoPractice
1 ContextualizingDigitalGame-BasedLanguageLearning:
TransformationalParadigmShiftorBusinessasUsual? 11
MichaelThomas
2 ConceptualizingDigitalGame-MediatedL2Learningand
Pedagogy:Game-EnhancedandGame-BasedResearchand
Practice 32
JonathonReinhardtandJulieM.Sykes
3 Behaviorism,Constructivism,andCommunitiesof
Practice:HowPedagogicTheoriesHelpUsUnderstand
Game-BasedLanguageLearning 50
MichaelFilseckerandJudithBündgens-Kosten
4 LanguageLearnerInteractioninaMassivelyMultiplayer
OnlineRole-PlayingGame 70
MarkPeterson
Part II FromPracticetoTheory
5 DigitalGameplayforAutonomousForeignLanguage
Learning:Gamers’andLanguageTeachers’Perspectives 95
AliceChik
6 Game-BasedPracticeinaReadingStrategyTutoring
System:ShowdowniniSTART-ME 115
G.TannerJackson,KyleB.DempseyandDanielle
S.McNamara
vii
viii Contents
7 SpritesandRules:WhatERPsandProceduralMemoryCan
TellUsaboutVideoGamesandLanguageLearning 139
RobertV.Reichle
8 TalktoMe!GamesandStudents’Willingnessto
Communicate 156
HayoReindersandSoradaWattana
9 WorldofVocCraft:ComputerGamesandSwedish
Learners’L2EnglishVocabulary 189
PiaSundqvistandLissKerstinSylvén
10 CollocationGamesfromaLanguageCorpus 209
ShaoqunWu,MargaretFrankenandIanH.Witten
Index 230
Tables and Figures
Tables
1.1 Tenkeyprinciplesfordesigningvideogamesfor
foreignlanguagelearning 23
2.1 Guidingquestionsforgame-mediatedL2LPresearch
andpractice 33
2.2 Summaryofgame-basedenvironmentsforL2LP 40
4.1 FindingsontheuseofMMORPGsinCALL 73
4.2 Meanscoresoflearnerresponsestothepost-study
questionnaire 85
5.1 Projectwithteacher-participants 98
5.2 Projectwithgamer-participants 99
5.3 Backgroundinformationofthetengamer-participants 99
6.1 Fivequestionsfromengagementscale 125
8.1 AcomparisonbetweenofficialandmodifiedRagnarok
Online 165
8.2 Amappingoflearningobjectivesofunit2togaming
activities 167
8.3 Pairedsamplestestforaveragenumberofturnsvia
text-basedchatperstudentinsession3andsession1 171
8.4 Pairedsamplestestforaveragenumberofturnsvia
voice-basedchatperstudentinsession3andsession1 171
8.5 Numberofwords,andnumberandlengthofturns,in
text-basedchatandvoice-basedchatduringgameplay 172
8.6 Discoursefunctionsofclausesinwrittenandoral
interactionduringgameplay 173
8.7 Linguisticfeaturesofthelearners’languageproduction
viawrittenandoralcommunicationduringcomputer
gameactivities 175
8.8 Willingnesstocommunicate 178
8.9 Participants’feelingsaboutcommunicatinginEnglish
inacomputergamecontext 179
8.10 Learners’reflectionontheircommunicationbehaviour
andsecondlanguageuseinacomputergamecontext 180
9.1 Averagescore,group,andtestround(TR) 196
ix