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Digital Games in Language Learning and Teaching PDF

250 Pages·2012·1.319 MB·
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p Digital Games in Language Learning and Teaching Edite d by Hayo Reinders Digital Games in Language Learning and Teaching NewLanguageLearningandTeachingEnvironments Titlesinclude: HayoReinders DIGITALGAMESINLANGUAGELEARNINGANDTEACHING Forthcoming FredDervin,Marie-NoëlleLamyandKaterinaZourou(editors) SOCIALNETWORKINGFORLANGUAGEEDUCATION NewLanguageLearningandTeachingEnvironments SeriesStandingOrderISBN978–0230–28249–0hardback 978–0230–28250–6paperback (outsideNorthAmericaonly) You can receive future titles in this series as they are published by placing a standing order. Please contact your bookseller or, in case of difficulty, write to usattheaddressbelowwithyournameandaddress,thetitleoftheseriesand theISBNquotedabove. Customer Services Department, Macmillan Distribution Ltd, Houndmills, Basingstoke,HampshireRG216XS,England Digital Games in Language Learning and Teaching Editedby Hayo Reinders HeadofLearnerDevelopment,MiddlesexUniversity,UK Selection,editorialcontentandintroduction©HayoReinders2012 Individualchapters©thecontributors2012 Foreword©JamesPaulGee2012 Allrightsreserved.Noreproduction,copyortransmissionofthis publicationmaybemadewithoutwrittenpermission. Noportionofthispublicationmaybereproduced,copiedortransmitted savewithwrittenpermissionorinaccordancewiththeprovisionsofthe Copyright,DesignsandPatentsAct1988,orunderthetermsofanylicence permittinglimitedcopyingissuedbytheCopyrightLicensingAgency, SaffronHouse,6–10KirbyStreet,LondonEC1N8TS. Anypersonwhodoesanyunauthorizedactinrelationtothispublication maybeliabletocriminalprosecutionandcivilclaimsfordamages. Theauthorshaveassertedtheirrightstobeidentifiedastheauthorsofthis workinaccordancewiththeCopyright,DesignsandPatentsAct1988. Firstpublished2012by PALGRAVEMACMILLAN PalgraveMacmillanintheUKisanimprintofMacmillanPublishersLimited, registeredinEngland,companynumber785998,ofHoundmills,Basingstoke, HampshireRG216XS. PalgraveMacmillanintheUSisadivisionofStMartin’sPressLLC, 175FifthAvenue,NewYork,NY10010. PalgraveMacmillanistheglobalacademicimprintoftheabovecompanies andhascompaniesandrepresentativesthroughouttheworld. Palgrave®andMacmillan®areregisteredtrademarksintheUnitedStates, theUnitedKingdom,Europeandothercountries. ISBN 978-1-137-02283-7 ISBN 978-1-137-00526-7 (eBook) DOI 10.1057/9781137005267 Thisbookisprintedonpapersuitableforrecyclingandmadefromfully managedandsustainedforestsources.Logging,pulpingandmanufacturing processesareexpectedtoconformtotheenvironmentalregulationsofthe countryoforigin. AcataloguerecordforthisbookisavailablefromtheBritishLibrary. AcatalogrecordforthisbookisavailablefromtheLibraryofCongress. 10 9 8 7 6 5 4 3 2 1 21 20 19 18 17 16 15 14 13 12 For Alexa de Paris – Game on! This page intentionally left blank Contents ListofTablesandFigures ix Foreword xii NotesonContributors xv Introduction 1 Part I FromTheory toPractice 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

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