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(New Language Learning and Teaching Environments) Hayo Reinders (Eds.) - Digital Games in Language Learning and Teaching-Palgrave Macmillan UK (2012)
(New Language Learning and Teaching Environments) Hayo Reinders (Eds.) - Digital Games in Language Learning and Teaching-Palgrave Macmillan UK (2012)
Digital Games in
Language Learning and
Teaching
Edited by
Hayo Reinders
Digital Games in Language Learning and Teaching
New Language Learning and Teaching Environments
Titles include:
Hayo Reinders
DIGITAL GAMES IN LANGUAGE LEARNING AND TEACHING
Forthcoming
Hayo Reinders
Head of Learner Development, Middlesex University, UK
Selection, editorial content and introduction © Hayo Reinders 2012
Individual chapters © the contributors 2012
Foreword © James Paul Gee 2012
All rights reserved. No reproduction, copy or transmission of this
publication may be made without written permission.
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work in accordance with the Copyright, Designs and Patents Act 1988.
First published 2012 by
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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!
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Contents
Foreword xii
Notes on Contributors xv
Introduction 1
vii
viii Contents
Index 230
Tables and Figures
Tables
ix
x List of Tables and Figures
Figures
xii
Foreword xiii
are doing and what it means. And they allow players to create their
own stories through the consequential choices they have made in the
course of gameplay.
• They hold everyone to the same high standard (everyone, for exam-
ple, fights the same ‘bosses’) but allow players to reach these stan-
dards in different ways and in different amounts of time (so it
does not really matter where or when one started, only where one
finishes).
• They deal with transfer as ‘preparation for future learning’. You can
see how well players have learned by seeing how well they do in
similar later and harder games or problems in life.
• Gamers have to think like designers even to play, since they have to
figure out how the ‘rule system’ in the game works and how it can
be used to accomplish their goals. They can go further and ‘mod’ the
game (make new levels or versions) by using the design software with
which the game was made.
But the main thing games can do for language learning is to ‘situate
meaning’. Games associate words with images, actions, goals and dia-
logue, not just with definitions or other words. Learners come to see
how words attach to the world’s contexts or situations that they are
about and help to create or manipulate. If learners can only ‘cash out’
words for words, they have a purely verbal understanding of talk and
texts. This may be good for test passing but it is not good for deep under-
standing. If they can ‘cash out’ words for images, experiences, actions,
goals and dialogue – for a virtual theatre of motivated action in their
minds – then they have deep understanding and real learning.
Digital Games in Language Learning and Teaching is timely indeed.
It is an invitation to a barely discovered territory. But there will soon,
I predict, be a land rush.
James Paul Gee
Mary Lou Fulton Presidential Professor of Literacy Studies
Arizona State University, USA
Notes on Contributors
xv
xvi Notes on Contributors
(e.g., video games, wikis, and online settings) on (a) individuals’ cog-
nitive, conative and affective processes, (b) assessment practices that
together may impact the process of learning and instruction, and
(c) collaborative/group learning.
James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy
Studies at Arizona State University, USA. He is a member of the National
Academy of Education. His books include Sociolinguistics and Literacies
(4th edn, 2011), An Introduction to Discourse Analysis (3rd edn, 2011),
What Video Games Have to Teach Us about Learning and Literacy (2nd edn,
2007), Situated Language and Learning (2004), Good Video Games and Good
Learning: Collected Essays (2007), How to Do Discourse Analysis (2011),
Woman as Gamers: The Sims and 21st Century Learning (2010) and Lan-
guage and Learning in the Digital World (2011), the latter two written
with Elizabeth Hayes. He has published widely in journals in linguistics,
psychology, the social sciences and education.
1
2 Introduction
new research: it actively makes links with the practice of teaching and
supporting learning by reporting on innovative use of technology in
language education in a range of settings.
A good starting point for investigating the affordances offered by dig-
ital games is to look at their characteristics. Prensky (2001) argues that
most games involve:
• rules;
• goals and objectives;
• outcome and feedback;
• conflict, competition, challenge and opposition;
• interaction;
• the representation of a story.
• cooperation;
• competition;
• a requirement of successful learning in order to progress;
• feedback;
• meta-awareness of gameplay mechanics.’
of self-directing their learning, with the help of others. Chik argues for
more research into the ways in which learners use games in out-of-class
settings.
Taking this line of inquiry further, Pia Sundqvist and Liss Kerstin
Sylvén present the results of three studies of the ways in which Swedish
learners make use of games in non-formal settings and how this impacts
on their acquisition of English vocabulary. The first of these was a
longitudinal study of the effects of content and language integrated
learning on vocabulary development. One of the main factors found
to affect acquisition was the use by students of texts outside school.
To investigate what types of text were most beneficial, a second study
was conducted. In this it was found that out-of-school activities were
positively correlated with L2 acquisition and that, in particular, more
‘active’ types of activity, such as use of the Internet and playing video
games, were more strongly correlated than more passive ones, such as
watching TV or listening to music. Boys were found to engage more in
the former, girls more in the latter. A third study with younger learn-
ers showed broadly similar findings. Sundqvist and Sylvén’s chapter
has a number of important pedagogical implications: there were, for
example, significant gender differences, and, in particular, weaker learn-
ers did not engage in out-of-class learning in general, and computer
games specifically, as much as stronger learners. With this knowledge,
it becomes important for educators to find ways to encourage broader
participation.
One attempt to encourage such participation is offered by G. Tanner
Jackson, Kyle Dempsey and Danielle McNamara, who describe the use
of a game-based reading strategy tutoring system called iSTART-ME,
designed to provide young adolescent to college-aged students with
reading strategy training to better understand science texts. They
describe how earlier studies had shown their Intelligent Tutoring Sys-
tem for reading strategy development to be effective but not used as
extensively by students as anticipated. In an attempt to increase the
appeal of the system, a game-enhanced version was designed which
‘provides students with opportunities to interact with texts, earn points,
advance through levels, purchase in-game rewards, personalize a charac-
ter, and play educational mini-games’. As was expected by the authors,
a comparison of the original with the game-enhanced system showed
the former to be more effective but the latter to be more engaging.
Jackson, Dempsey and McNamara argue for more longitudinal research
to establish how engagement and acquisition develop over time.
6 Introduction
Conclusion
The chapters in this collection are varied and are testament to the fact
that research into game-based language learning and teaching is still in
its infancy. A number of commanalities and themes do emerge, how-
ever. Firstly, it is important to understand gaming as a social activity
situated in students’ lives. Research such as that conducted by Chik,
and by Sundqvist and Sylvén, is beginning to shed light on the ways
in which learners use games, especially in out-of-school settings, how
they perceive gaming and how this relates to language learning. As Chik
shows, mismatches exist between teachers’ and learners’ perceptions,
Introduction 7
References
de Haan, J., Reed, M., & Kuwada, K. (2010). The effect of interactivity with a
music video game on second language vocabulary recall. Language Learning &
Technology, 14(2), 74–94.
Lee, W. R. (1979). Language teaching games and contests. Oxford: Oxford University
Press.
8 Introduction
Introduction
The use of games in language learning has long been contested ter-
ritory. Advocates identify advantages that range from the ‘cognitive
aspects of language learning to more co-operative group dynamics’
(Lengeling & Malarcher, 1997, p. 42). According to this view, games
can be motivating (Lee, 1979); reduce anxiety (Richard-Amato, 1988);
focus learners on communicating in the target language rather than on
using correct linguistic structures (Silvers, 1982; Zdybiewska, 1994); pro-
vide more introverted students with a greater range of opportunities for
self-expression (Hansen, 1994); and create an informal atmosphere that
enhances learner receptiveness (Richard-Amato, 1988; Wierus & Wierus,
1994). On the other hand, debunkers may dismiss games as mere ‘ice
breakers’ and ‘gap fillers’, or activities for a rainy day and no more.
Administrators may go further and ban them altogether as ‘disruptive’
activities that threaten a ‘serious’ learning environment, thus confirm-
ing the opposition of ‘enjoyment’ and ‘fun’ to so-called ‘real learning’
(Kim, 1995). This debate also highlights the way language learning itself
can be seen in more general terms as a less ‘serious’ academic pur-
suit, and thus the need to marginalize game-like activities is part of
a wider response that attempts to establish it as a ‘theory-driven’ or
‘quasi-scientific’ discipline in its own right.
Whereas prior to the 1980s games were likely to be made or invented
by teachers with materials that lay close to hand, the last three decades
have been characterized by the rise of digitalized versions in the form
11
12 From Theory to Practice
sector (Prensky, 2001b), latterly they are held to already integrate cog-
nitive and problem-solving skills that could be beneficial in education
(Gee, 2007).
The discourse in which digital gaming is advanced, as these seman-
tic changes suggest, frequently aligns advocates with ‘the incessant
“hyping” of technology’, a trend which should be viewed as part of a
‘wider tendency in contemporary society towards a “techno-romantic”
or “techno-utopian” reading of the technological’ (Selwyn, 2011, p. 12).
The prevalence of this technological determinism reinforces the point
that DGBLL cannot be separated from its particular social, cultural and
historical context. Indeed, many of the arguments made on behalf of
digital games (and digital technologies in general) reflect those iden-
tified above arising from earlier generations of non-digital language
games, but have been subject to an ahistoricism in which the past fail-
ures of learning technologies are forgotten and replaced by a ‘pervasive
sense of leaving the past behind’ (Cuban, 1986) for the ‘allure’ of a
bright new digital future (Lockard & Pegrum, 2007; Selwyn, 2011, p. 7).
Rehearsing arguments from Illich (1971), the rhetoric of the wider dis-
course of digital education is particularly significant in its idealization
of game-like worlds built on notions of online communitarianism (Gee,
2007; Rheingold, 2000) as well as out-of-school non-formal play (Beck
& Beck-Gernsheim, 2002; Ito et al., 2010).
As is clear from this cursory overview, much is at stake in this debate
that may at first glance appear to be merely concerned with local-
ized research on game design or language learning. And more research
needs to be done to deconstruct the simplified binary oppositions
that structure the debates on digital education – opposing ‘education’
and ‘entertainment’, ‘learning’ and ‘play’, ‘school’ and ‘home’, ‘bore-
dom’ and ‘fun’, ‘disengagement’ and ‘multitasking’ (Ito, 2009; Thomas,
2011b) – and threaten to create new ‘digital divides’ at the same time as
they propose to erase others (Buckingham, 2007).
Given this complex discursive context, this chapter pursues a more
critical path, highlighting the importance of the ‘questionable’ aspect
identified by Chik (2011), and examines two related questions about
future prospects in the use of digital games in language education: What
interests and discourses are shaping the case for digital games in lan-
guage learning in terms of a transformational paradigm shift? If indeed
digital games respond to new expectations from learners and require
new types of learning, what principles can be drawn on to facilitate this
in language learning contexts?
14 From Theory to Practice
Digital education
At the same time, it is clear that this discourse is also deeply rooted in a
particular social and economic context:
Over the last five years, the potential of digital games in more general
education has been pointed out with growing regularity by educators
(Gee, 2007), principally due to the arguments about the potential for
enhancing engagement but also because digital games attract young
people for more significant amounts of their extra-curricular leisure time
than other forms of popular media, including television, films and of
course traditional reading matter in the form of books (Gee & Hayes,
2011). As well as focusing on an identifiable group, these changes also
reflect deeper social and cultural movements. Whereas earlier research
by Hoover, Clark and Alter (2004) and Livingstone (2002) reinforced
the relationship between social class and media consumption, namely
that middle-class parents tended to restrict access to video games in
favour of more ‘educational’ activities, more recent research suggests
some notable movement in this respect. Roberts and Foehr (2008), for
example, suggest that media consumption of digital media like games
has been increasing among children with parents with a college educa-
tion. Consequently, gaming and the new media literacy skills identified
with it have participated in an overturning of the assumptions that pop-
ular culture and its artefacts are always antithetical to serious learning
(Johnson, 2005).
Reiterating many of the themes identified above with traditional
games, research on digital games has focused on ‘play’ as an important
element of the learning process (Shaffer, Squire, Halverson, & Gee, 2005)
as well as the opportunity to ‘revisit core thinking around “learning as
experience” ’ (de Freitas & Maharg, 2011, p. 5). The approach takes issue
with the preconceived, typically linear, nature of existing curriculum
formats, choosing instead to emphasize the role of ‘learning as experi-
ence’ in which learning pathways are ‘choreographed and re-sequenced
according to the personalised and specified requirements of the learner’
(de Freitas & Maharg, 2011, p. 18). The dominance of the ‘experiential’
approach to learning is associated with the encouragement of deeper
learning (Gee, 2007) as well as improving learner motivation through
the personal association with an avatar-like representation of one’s own
identity in an immersive and authentic environment (Rankin, Gold, &
Gooch, 2006; Steinkuehler, 2007). For Gee (2007), the best kind of cre-
ative thinking emerges from instruction that ‘stresses strategic thinking
and problem solving, often collaboratively’ (p. 4). Advocates behind the
use of gaming see that the ‘theory of learning in good video games fits
better with the modern, high-tech, global world today’s children and
teenagers live in than do the theories (and practices) of learning that
20 From Theory to Practice
they sometimes see in school’ (p. 5). At their best, when played in the
active and critical spirit Gee identifies, video games ‘situate meaning in
a multimodal space through embodied experiences to solve problems
and reflect on the intricacies of the design of imagined worlds and the
design of both real and imagined social relationships and identities in
the modern world’ (pp. 40–41).
Gaming is therefore a prime example of the type of technology that
can encourage learning based on social and collaborative activity in
which learners actively engage in knowledge construction. This type
of ‘social interactive learning’ (de Freitas & Maharg, 2011, p. 5) also
breaches traditional distinctions between home and school learning
spaces and practices. One of the challenges is to decide the blend of
home and institutional focus; how, for example, digital games can be
used to stimulate approaches to learning that create contexts for their
use which are formal instructed or curriculum-based as well as those
which are outside these settings. These wider trends in digital gaming
are clearly also relevant to the localized context of digital game-based
language learning where answers to these challenges are necessary in
order to drive advances in teaching and research.
Following the arguments above, one of the main reasons given for the
turn towards digital games has been the need to re-engage undermoti-
vated and underachieving learners who have been turned away from
learning due to a formal system of education that has changed lit-
tle during the last century. Research by Gee (2008), Black (2008), and
Martin and Steinkuehler (2010), in particular, highlights the plight of
young males (who have seemingly rejected print-based reading activi-
ties) and the need to re-engage them by encouraging reading in ways
connected with their individual interests or ‘passionate affinity spaces’
(Gee, 2011, n.p.), such as in relation to fanfiction or video gaming
handbooks. Such a rationale is strongly in evidence in Gee’s 36 learn-
ing principles based on the use of video games (2007) as well as his
more recent 17 principles for the design of situated learning environ-
ments (2011). The central elements of Gee’s thinking vis-à-vis a new
pedagogical framework can be seen in his earlier choice of terms, such
as the ‘Active, Critical Learning Principle’, ‘Committed Learning Princi-
ple’, ‘Self-Knowledge Principle’, ‘Ongoing Learning Principle’, ‘Practice
Principle’ and ‘Discovery Principle’ (2007, pp. 221–227). This emphasis
is also evident in his 17 principles, which incorporate learning based
Michael Thomas 21
Table 1.1 Ten key principles for designing video games for foreign language
learning
No. Principle
Future directions
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Michael Thomas 29
Introduction
32
Jonathon Reinhardt and Julie M. Sykes 33
Table 2.1 Guiding questions for game-mediated L2LP research and practice
Game-enhanced L2 learning
Several studies have concluded that there is indeed much learning going
on in game playing, especially in certain social contexts and player
configurations. This research seeks to apply L2 acquisition and learn-
ing theories to digital game-mediated environments, and to demon-
strate how particular contexts, configurations, and game structures may
afford L2 learning. Some research (e.g., Piiranen-Marsh & Tainio, 2009;
Thorne, 2008) emphasizes the importance of emergent social interac-
tion, both within the game and around it in attendant discourses. Other
research (e.g., deHaan, Reed, & Kuwada, 2010) examines gameplay as an
individual cognitive phenomenon.
Thorne (2008; also Sykes, Reinhardt, & Thorne, 2010) explains that
MMOGs such as WoW offer players the opportunities to interact with
others and pursue shared goals in a structured game-mediated environ-
ment. Players’ outside identities are generally unknown, and they may
assume new identities and role-play their characters by interacting with
other players’ characters. Thorne (2008) explains that in an MMOG
like WoW, plurilingual and transcultural practices are often prevalent
on particular game servers. These emergent literacy practices occur ‘in
the wild’ (Thorne, 2010) as players meet and interact to accomplish
immediate shared in-game goals. Players learn autonomously and often
incidentally, as they learn the L2 in order to play, rather than playing
the game in order to learn the L2 (Arnseth, 2006), as it might be in a
more formalized curricular structure.
Piiranen-Marsh & Tainio (2009) observed two teens playing Final Fan-
tasy X, an adventure/role-play game similar to WoW, but different in
that it is not massively multiplayer. Sharing the same physical space, the
players interacted with each other in their L1 and in their L2 English,
and voiced characters in the game via ‘other repetition’. The researchers
used conversation analytic techniques to show how learning emerges as
one learner watches the other play, repeating the language used in voice-
overs and by in-game characters, making plurilingual commentary, and
engaging in language play. The study illustrates the importance of learn-
ing context around gameplay, and how game-enhanced L2 learning may
be understood as sociocognitive in nature.
As the above research demonstrates, game-enhanced L2 learning
can occur in and around multiplayer adventure/role-playing games
like WoW or Final Fantasy, perhaps because their designs afford
player–player interaction and their content includes more narrative and
language use than other game genres. Other game-enhanced L2 learn-
ing research, however, has examined learning in games from other
genres, using frameworks informed by psycholinguistics. For example,
Jonathon Reinhardt and Julie M. Sykes 37
Game-enhanced L2 pedagogy
Game-enhanced pedagogy involves the mediated use of vernacular dig-
ital games in more formal L2 educational contexts. A few studies of
game-enhanced L2 pedagogy have used simulation games, which have
also garnered much attention in educational gaming research (Aldrich,
2005). Simulation games are less progression-oriented and more open-
ended in design than adventure games, so that gameplay alternates
between a player arranging various game resources and then automat-
ing them with a simulation engine. For example, in the life simulation
The Sims, a player can choose a house, job, and friends for one of
their simulated characters, which over time have consequences for the
character’s happiness and success. Purushotma (2005; also Purushotma,
Thorne, & Wheatley, 2008) noted the great amount and variety of
everyday vocabulary involved in a game like The Sims, and taught him-
self German using the German version of the game. He developed an
add-on bilingual dictionary program to run alongside the game, giving
him easy access to translations when needed. He shows there is much
potential for pedagogical mediation via add-on applications. Unfor-
tunately, as of this writing, very few add-ons are available, perhaps
because of the technical programming skill necessary for their creation.
Future research might look at how add-ons might be integrated with a
game-enhanced L2 learning unit using a particular vernacular game like
The Sims.
Other research has investigated game-enhanced L2 pedagogy by
developing materials and integrating gameplay into formal instruction.
For example, Miller and Hegelheimer (2006) incorporated The Sims
into an ESL teaching context, providing students with supplemental
materials focusing on the in-game vocabulary. A controlled experimen-
tal implementation of the materials found positive impact on learning
of pre-play mandatory vocabulary activities, in contrast to supplemental
38 From Theory to Practice
Croquelandia Spanish A synthetic immersive environment specifically created for the Research
learning of Spanish pragmatics (i.e., apologies and requests); prototype only
learners complete a series of quests which guide them through
apologizing and requesting in a variety of contexts.
Language Island English, Spanish, French, A virtual world developed for young learners of foreign Demo only
Italian, German, languages, functioning much like an online amusement park
Mandarin Chinese, with various games, group adventures, storytelling, and a
Korean, Arabic, Japanese, multilingual chat feature.
Portuguese http://www.languageisland.com/educators.html
Mentira Spanish A place-based, augmented reality mobile game in which Open-source;
learners must search for clues in both a virtual neighborhood freely available
and existing physical neighborhood to solve a murder
mystery; learners utilize a mobile device to interact with a
Spanish-speaking neighborhood in Albuquerque, NM.
http://www.mentira.org
MIDDWorld Spanish, French ‘A first-person online role playing game (RPG) that immerses Beta version
Online players in environments unique to each language’s specific available
culture. Students will interact with other players and with January 2011
computer-controlled characters who are voiced by native
speakers.’ (Cowan, 11 August 2010, personal communication).
http://middleburyinteractive.com/products/middleburyprep.php
Tactical Arabic, Dari, French, Immersive 3D environments which teach language and culture Commercially
Language & Pashto skills for defense situations; include training and practice phases available
Culture Training with a focus on voice recognition. primarily for
Systems http://www.alelo.com/tactical_language.html military
purposes
Zon Chinese A two-dimensional virtual world developed at Michigan State Online; freely
University; offers a comprehensive built-in syllabus structure available
similar to an introductory textbook; learners embark on a
journey to China and must interact with non-player characters
to complete various activities.
http://enterzon.com/
41
42 From Theory to Practice
Game-based learning
As mentioned previously, game-based L2LP environments offer cus-
tomizability and targeted instruction that focuses on the appropriate
content and language complexity. There are a number of advantages
of a game-based approach to L2 learning research, especially when the
researcher is directly involved in the game design. First, the researcher
can target the particular element under investigation by manipulat-
ing or isolating specific design parameters. Second, the researcher can
design the game to collect gameplay data behind the scenes, gaining a
more comprehensive picture of learner interaction with, and within, the
mediated space. Finally, this process allows for immediate use of what
is learned to modify and improve game content, promoting desired
learner behaviors.
Focusing on learning outcomes in the synthetic immersive environ-
ment she created called Croquelandia, Sykes (2009) reports on an exper-
imental study investigating learner acquisition of requests in Spanish
after completing five multi-staged quests in the environment. Results of
a pre-test/post-test design showed very little change in requesting behav-
ior in terms of type of strategy, perspective (hearer vs. speaker orienta-
tion), and external modifiers. Sykes attributes this lack of improvement
to a number of factors including the limited number of quests, lack of
complexity and opportunities for experimentation, insufficient in-game
feedback, and the testing mechanism. She points out the importance of
empirical work for future creation of such spaces with an emphasis on
task/gameplay design and feedback mechanisms.
Again working with Croquelandia, Sykes (2010) examined gameplay
patterns to better understand how learning was occurring and to offer
design suggestions for the future creation and implementation of game-
based environments. Drawing primarily on 120 hours of in-game data
(n = 53) and one-on-one interviews (n = 25), Sykes found four distinct
learner behavior patterns. This included the Explorer, Student, Presenter,
and Non-Player groups. The Explorer group approached the game-based
space the most like a vernacular game, with multiple entry points, the
most time spent in-game (183–601 minutes), and the most evidence
of exploration. The Student group approached the space most like an
assignment, completing all of the quests yet spending less time explor-
ing (62–185 minutes). Finally, the Presenter group only spent enough
Jonathon Reinhardt and Julie M. Sykes 43
Game-based L2 pedagogy
Game-based L2 pedagogy research refers to the analysis of the peda-
gogical implementation of a particular L2LP-purposed game, as well
as analysis of the pedagogical elements designed into a game. It may
involve consideration of how institutional constraints, instructional
context, and ecological factors might impact L2 learning. Since so few
L2LP-purposed games are available compared to vernacular games, anal-
ysis of implementation is still relatively unexplored. While a focus on
implementation is relatively easy to identify, analysis of pedagogy as it is
designed into a game is difficult to separate from learning research – the
difference may be a matter of perspective or analytic approach. When
research focuses on how a game ‘teaches’ an L2, we would consider
it pedagogy research, while if it focuses on how learners learn with
a particular game, we would consider it learning research. While the
perspectives are complementary, they are both useful and necessary.
As an example of a theoretical study from a pedagogical design per-
spective, Neville (2010) uses a process design approach to consider how
44 From Theory to Practice
Conclusion
Notes
1. The notion of ‘enhanced’ comes from a similar term used in the field of CALL
or computer-assisted language learning. Some (e.g., Bush) have called for a
change to the term ‘technology-enhanced language learning’, because the
term ‘assisted’ may imply deficiency otherwise.
2. Although it is too early to know, it may be that economic realities eventually
privilege game-based L2LP environments that are commercially developed
and bundled with, perhaps even replacing, textbooks. In this case, it is
paramount that L2 learners, instructors, and program administrators can crit-
ically evaluate and implement these games, ideally engaging in dialogues
with designers both in- and outside the burgeoning educational L2LP digital
gaming industry.
3. There are likely other small spaces being created and tested in local contexts
(e.g., O’Brien et al., 2009). These are not included here due to the lack of
information available.
4. CAVE environments are ‘multiscreen projection system that provides users
with a high level of immersion. CAVEs are built around a stereo projection
system, giving users a 3D experience. Other features of a CAVE can include
head tracking of the subject and surround sound’ (O’Brien et al., 2009).
5. We acknowledge, of course, that many educators have come upon this insight
by other means and do indeed practice it, while others have to operate under
institutional pressures and constraints that render such insights very difficult
to implement.
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ers’ guide. Minneapolis, MN: Center for Advanced Research on Language
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3
Behaviorism, Constructivism,
and Communities of Practice:
How Pedagogic Theories Help
Us Understand Game-Based
Language Learning
Michael Filsecker and Judith Bündgens-Kosten
Introduction
50
Michael Filsecker and Judith Bündgens-Kosten 51
PBL originates from medical schools (Barrows, 1985) and can be por-
trayed as a cycle consisting of several stages (Hmelo-Silver, 2004): the
problem scenario, identification of facts, hypothesis generation, identi-
fication of knowledge deficiencies, self-directed learning, application of
new knowledge, evaluation, and back again to new fact identification
and generation of new hypotheses. The key aspect is the engagement
of learners in self-directed learning motivated by learning issues6 or puz-
zlements (knowledge domain and problem solving related) that come
from consideration of the problem (e.g., somebody’s set of symptoms)
for which learners take ownership and through which they engage in
metacognitive discussions with their professors/instructors and peers
(Savery & Duffy, 1996). Regarding the importance of learning goals
as key for determining what ultimately is learned, there are learning
goals related to self-directed learning, content knowledge, and problem
solving. Inspired by these goals, learners develop strategies for identify-
ing learning issues and evaluating resources, and learn how to use the
hypothetic-deductive problem-solving model.
The role of computer games within this framework is to provide a
varied and rich context where the multimedia experience of the game
presents information and facts in such ways that learners can extract
them and form hypotheses. Games should provide a complex con-
text with organized activities around an authentic problem, so that the
actions of the learners have a clear impact in the environment that pro-
vides ‘puzzlement’ to stimulate thinking, while providing the adequate
support, scaffolded reflection, and critical thinking (Hickey & Filsecker,
2012; Hickey, Filsecker, & Kwon, 2010).
The increased attention to the learner and the cognitive processes
involved in learning, as well as the emphasis on scaffolding, analy-
sis, and problem solving, is seen in Egenfeldt-Nielsen’s (2007) ‘second
generation’ of computer games (as contrasted with the ‘first genera-
tion’, which he also calls ‘Edutainment’). While some elements, such
as multimedia presentation of content, have become more important
over time and are indeed frequently found in later generations of learn-
ing software and learning games, the mere presence of multimedia
does not make a product any more constructivist. The increase of
multimedia elements may instead be seen as a consequence of tech-
nological development, which made distributing games with high
multimedia content feasible – a development that overlapped with a
stronger turn toward constructivist pedagogies. It can be argued that
‘second generation games’, as described by Egenfeldt-Nielsen, reflect
56 From Theory to Practice
(1) Mission Skill Builder (MSB) is an interactive lesson module for the
development of cultural and language skills. Here learners speak
into a microphone and get feedback on their choice of responses
and pronunciation. For example, when learning to say ‘hello’ in
the target language, learners hear a ’pedagogical agent’ (non-player
character or NPC) pronounce the phrase. Learners then try to repeat
the phrase and receive simple feedback on their pronunciation
(e.g., ‘It seems that you said “salaamu”. Please try again.’).
(2) Mission Practice Environment (MPE) is a 3D role-playing game
where learners, through their avatars, explore and talk to NPCs in a
simulated social setting. For example, in one mission, players regis-
ter the home of a local resident. The goal or winning condition is
to communicate correctly throughout the game by using appropri-
ately grammatical and cultural aspects of communication in Arabic.
The learners listen to NPCs, make gestures through their avatars and
respond by speaking into a microphone. A simulated tutor (in an
aide function) is near learners’ avatars and can suggest specific for-
eign phrases or give a hint in English, letting learners decide how
to say it. Depending on the difficulty level of the game, different
levels of help are available for the learners. Depending on the lan-
guage skills of the learners, the NPCs can collaborate with them or
if learners speak/act rudely they can be confronted by the NPCs,
making the achievement of the mission’s tasks more difficult.
(3) Arcade Game (AG) is a 3D mini-game where learners practice their
listening and speaking skills in a first-person interaction mode.
Michael Filsecker and Judith Bündgens-Kosten 57
These skills were covered in the lessons of MSB. The game incorpo-
rates two modes: listening mode and speaking mode. In the former,
learners listen to a voice command, and have to move to the right
position on the map, pick up a reward, and get points. As in the
MSB, the learners have to use their speech to control the movements
of their characters. If they speak the correct commands that lead to
the right place and pick up the right reward, they get points. In both
modes, requesting hints will get the learners’ points deducted. This
game is, in many ways, similar to the drill-and-practice games found
at Mingoville.
skills. The opportunities for reflection are in the link that Tactical Iraqi
offers between grammar, communicative skills, and cultural issues that
frame the meaning in a communicative act, but in the game the cul-
tural aspects are included as strategic knowledge in order to achieve the
goal of the mission in the game, and not as a topic in itself on which
players could be expected to reflect. However, for pedagogical purposes
beyond military training, we find these aspects of Tactical Iraqi’s cur-
riculum highly interesting and worth more exploration and eventual
adaptation.
Developing these types of games is certainly more expensive than pro-
ducing a smaller-scale, behaviorist-oriented drill-and-practice version.
It may be worth the investment, however, as such games may prepare
learners for more realistic life situations (as opposed to vocabulary tests).
Transfer from learning to action might be easier when language learn-
ers played Tactical Iraqi than when they acquired Iraqi Arabic words and
phrases through a game similar to Super Speed Boat Challenge.
The term LPP is closely connected with the notion of community. This
approach stresses the role of communities of practitioners/communities
of practice as ‘set of relations among persons, activity, and world, over
time and in relation with other tangential and overlapping communities
of practice’ (Lave & Wenger, 1991, p. 98):
The process by which a person starts sharing the values and belief sys-
tem of a community is called legitimate peripheral participation, through
which people gain an increasingly sophisticated understanding of the
activities of a group of people and their meaning for the community.
For example, a person learns a trade by joining a community, such as an
apprentice carpenter learning to build and repair woodwork. By doing
meaningful work, such as creation of a chair under the direction of a
master carpenter from the community, as well as by observing other
members of that community during work, the carpenter gains expe-
rience through the authentic, meaningful activity. At the same time,
through LPP, people learn to be a particular kind of person by acquir-
ing the values and practices of a community. In brief, you learn a skill
by joining a community and by developing the identity associated with
membership in that community (e.g., baker, linguist, English teacher,
WoW player, etc.).10
60 From Theory to Practice
Students, aged 9–12, are the main target group for this game. They
join the game in the role of ‘Questers’ who come to New Atlantis to solve
missions in order to protect this world. The successful completion of a
mission earns lumins (‘marvelous crystals made from hard work, good
acts and discoveries’, Quest Atlantis comic12 ), which help reconstruct a
mythical artifact, the ‘Arch of wisdom’. The teacher’s role consists of
rating the success of quests (this is embedded in the narrative – learners
are asked to submit their work to the ‘council’), and choosing which
missions their students will be able to play.
Without its missions, Quest Atlantis would merely be a MUVE, an
environment in which communication between individuals is possi-
ble. Therefore, it makes sense to look at how a specific mission design
can further encourage learning along the lines of the communities
of practice model. Zheng, Young, Wagner, and Brewer (2009) provide
an example of how Quest Atlantis can be used in a language learn-
ing context. They discuss how native speaker/non-native speaker dyads
learn from each other by co-questing. In Zheng et al.’s study, specific
quests were designed for the purpose of both language learning and
intercultural-communication/awareness. For example, in the ‘Words of
Meaning Village’ quest, learners had to work on English and Chinese
proverbs, explaining them in such a way that ‘Atlantians will under-
stand these proverbs and may use them to make Atlantis a better place’
(Zheng et al., 2009, p. 509).
Completing this task involved combining the knowledge of both
speakers – no player could successfully complete it on his/her own. The
finished work was then to be submitted to the ‘Council’, so that teachers
could provide rich, meaningful feedback within the context of the game.
Zheng et al. (2009) arranged for a US and a Chinese class to work
together on these quests. They focus on the co-questing activities of
four children in this class, two American English speakers, as well as two
Chinese non-native speakers of English (Mandarin speakers), who had
spent more time on QA together than the other children in the sam-
ple. For their co-questing activities, the adolescents worked in tandems
(‘dyads’), with one native speaker and one non-native speaker in each
group. In order to solve their quests, they communicated in-game by
chatting (synchronous), by sending in-game e-mails and ‘telegrams’,
and by using bulletin boards (asynchronous).13
These multiple opportunities for interaction in the sociocultural con-
text of dyads’ co-questing provide the background for negotiation not
only of the meaning of a particular proverb (e.g., the early bird catches
the worm) or concept (e.g., global warming), but also the dyads’ cultural
Michael Filsecker and Judith Bündgens-Kosten 63
Conclusions
The goal of this chapter was to describe the core tenets of classical
and modern learning theories. We believe that they influence the way
we teach by providing suggestions for organizing instruction (e.g., if
we want to emphasize recall, drill-and-practice activities inspired by
behaviorism could do the job). Similarly, learning theories influence the
role we assign to technology (e.g., for supporting collaborative activ-
ities inspired by constructivism). And, finally, they influence how we
study and implement innovative teaching and learning by providing
specific conceptual frameworks that ultimately guide researchers’ and
practitioners’ inquiry efforts.
Firstly, from behaviorism and its emphasis on the consequences of
stimulus-response dyads, we have inherited reinforcement as a key
mechanism to support learning of basic facts and simple content. Sup-
porting this, game technology has been widely used in the form of
edutainment as we discussed in the example of Mingoville’s mini-games.
Games such as these leave little space for teachers, social interaction, and
reflection. On the other hand, constructivism puts learners at the center
of the educational space and reminds us that a person’s own interpreta-
tion of the learning situation is key for learning to take place. It also
reminds us that learning activities benefit from the inclusion of an
authentic problem that provides the meaning necessary to help learn-
ers take ownership of the problem and engage in self-directed learning.
64 From Theory to Practice
world in richer ways (Dewey, 1938); that is, that will prepare them for
future learning (Bransford & Schwartz, 1999). This, we believe is the
greatest, as yet unfulfilled, promise of computer games.
Notes
1. See Scratch (http://scratch.mit.edu/) and Kodu (http://www.planetKodu.
com/)
2. Programmed instruction was an approach used even before the advent of
computers in education. Learners would either work with printed material,
or work with mechanical or electrical ‘teaching machines’.
3. Another approach is mastery learning, see also, for example, Bloom, 1971.
4. Mingoville is part of a broader project Serious Games on a Global Market Place
(http://www.dpu.dk/site.aspx?p=11097) that aims at creating serious games
with global impact. You may also visit Mingoville at http://www.mingoville.
com/en.html.
5. As Savery and Duffy define it: ‘An authentic learning environment is one in
which the cognitive demands, i.e., the thinking required, are consistent with
the cognitive demands in the environment for which we are preparing the
learner’ (1996, p. 6).
6. Compare concepts such as Intentional Learning (Bereiter & Scardamalia,
1989) and Committed Learning (diSessa, 2001).
7. Situative and situated are both used. We have decided to use the slightly more
frequent situated here.
8. Barab and Duffy consider cognitive apprenticeships (traditionally subsumed
under the situated approach) and problem-based learning (traditionally
subsumed under the cognitivist approach) to be practice fields (1999,
cf., p. 30).
9. For many linguists and language teachers, discussions of communities of
practice/communities of practitioners are reminiscent of debates over the
role of ‘discourse communities’ for acquiring certain genres (cf., Swales,
1990).
10. Lave and Wenger point out the relevance of this approach for language
learning when they state that the process in which a person learns his/her
native language and in which some adults learn languages may be taken
as an example of legitimate peripheral participation: “We might equally
have turned to studies of socialization; children are, after all, quintessentially
legitimate peripheral participants in adult social worlds” (1991, p. 32).
11. Thorne (2010, p. 152, Excerpt 3) quotes the example of a World of Warcraft
player who only admits to not being a native speaker of German when com-
munication problems occur. For the purpose of the game, he/she has adopted
a ‘native’ role.
12. See http://atlantis.crlt.indiana.edu/centers/QA_Comic_Small.pdf
13. This bears some similarity to the more traditional format of ‘tandem
learning’ (Little et al., 1999). There are also some similarities with
telecollaboration (Guth & Helm, 2010).
66 From Theory to Practice
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Michael Filsecker and Judith Bündgens-Kosten 69
Introduction
70
Mark Peterson 71
MMORPGs
Significant features
MMORPGs are a genre of network-based role-playing game where large
numbers of individual players interact within a graphically rich and
permanent 2D or 3D virtual world that is usually based on a fantasy
theme. Individual players assume the role of a character and are rep-
resented in the game by an avatar. These user-controlled agents can be
customized to meet individual preferences, and are designed to enhance
the sense of telepresence experienced. Player agents frequently represent
a class of player in the game who possess specific skills and roles, such as
protecting other players from harm. Users can navigate a complex vir-
tual geography and interact with other avatars and non-player agents in
real-time through text, voice chat, and hypertext commands.
The ultimate aim of play in these games is to achieve character devel-
opment, which facilitates reward in the form of skills attainment and
status progression through the game hierarchy. In order to achieve
these ultimate goals, individual players must successfully undertake
progressively more challenging in-game tasks known as quests. These
include solving puzzles, engaging in combat, and trading virtual com-
modities. Quests are frequently undertaken collaboratively, under the
72 From Theory to Practice
Current research
Research questions
The discussion in the previous section has indicated that the findings
reported to date suggest that participation in MMORPG-based gaming
may be beneficial with regards to aspects of foreign language learn-
ing. However, as was observed previously, current research is limited,
and significant factors that play an important role in language develop-
ment, such as learner discourse management strategies, collaboration,
and attitudes, remain only partially explored. This study therefore seeks
to answer the following research questions:
Methodology
Participants
Procedures
This research was conducted in three stages during the fall semester
of 2010. In order to obtain background information, the participants
were first requested to complete a pre-study questionnaire. The learn-
ers, who were volunteers, provided written consent for the collection,
and use of the transcript, interview, and questionnaire data. They then
took part in a 90-minute orientation. This involved a thorough intro-
duction to the features of the game (see below), followed by a practice
session. In the second stage, the learners undertook two gaming sessions
held one week apart. Due to university network restrictions, the partic-
ipants accessed the MMORPG using their own laptops from separate
off-campus locations. Each session lasted approximately 90 minutes.
However, the length of the sessions varied somewhat due to the late
arrival in the game of two learners during the first session. The researcher
was present in the game throughout. During each session the researcher
monitored the learners’ gameplay and interaction as an observer. At the
conclusion of each session, the researcher recorded the participants’ text
chat. The day after the last session, all of the participants completed a
post-study questionnaire, and took part in individual interviews where
they provided additional feedback.
Data analysis
The data collected in the two game sessions were the focus of analysis.
As was noted previously, the primary analysis tool used was discourse
analysis of participant text chat transcripts. On completion of the two
game sessions, the researcher undertook repeated readings of the chat
Mark Peterson 77
Research venue
2. Learner 2: hello!
3. Learner 6: hey
4. Player 1: hi
2. Player 2: hi
(2 lines of text)
4. Player 2: philipines
5. Learner 4: philipines!
6. Player 2: yeah
As the above data shows, greetings were informal in nature and brief.
Transcript data showed that greetings were used by all of the learners
to attract attention, display interest, and signal a desire to establish
collaborative interpersonal relationships with peers and other play-
ers. Researcher observation confirmed that in both sessions, the use
of greetings enabled the participants to successfully establish their
presence in the game, and facilitated ongoing interaction with other
players.
Another form of positive politeness identified in the data was the
use of leave-takings. As was the case with greetings, leave-takings
Mark Peterson 79
2. Learner 6: ouch
9. Learner 4: bye!
The data showed that, in both sessions, the learners avoided abrupt
departures choosing instead to engage in more lengthy leave-takings
that appeared designed to achieve a harmonious parting.
A further type of positive politeness identified in the data was the
use of small talk. Analysis revealed that, although the bulk of the
participants’ interaction concerned game-related activities, there were
occasions when the learners engaged in small talk to build rapport and
facilitate social cohesion. A typical example occurred in the first ses-
sion, where two participants engaged in small talk related to a technical
problem experienced during the session:
(2 lines of text)
2. Learner 1: why?
4. Learner 1: ohno!
80 From Theory to Practice
Another instance occurred in the early stages of the second session when
Learner 6 initiated small talk on two different topics:
(1 line of text)
2. Learner 3: Japan
3. Learner 6: kyoto?
4. Learner 3: Kyoto!
5. Learner 3: yes!
8. (1 line of text)
9. Learner 6: yeah
As this excerpt shows, the use of small talk enabled Learner 6 to success-
fully establish the location of her interlocutor and also facilitated the
creation of a continuing context for interaction.
Further instances of positive politeness indentified in the data
included the use informal language (excerpts 6, 7, and 8) and humor
(excerpt 9):
(1 line of text)
3. Learner 5: cool!
2. Learner 1: yeah
As with the other types of politeness, the use of these types of positive
politeness enabled the learners to signal interest in the interaction, and
a desire to obtain group membership which, in turn, contributed to the
establishment and maintenance of social cohesion. Politeness appeared
effective in preventing occurrences of flaming, as no instances of hostil-
ity or other types of anti-social behavior appeared in the transcript data.
Moreover, by utilizing politeness the participants actively contributed
to the creation of a friendly supportive atmosphere during the sessions
that was conducive to collaborative social interaction.
The use of these strategies may reflect the need to save time, and keep
up with the scrolling of text messages. Another type of adaptive strategy
discovered in the data was the use of combinations of keyboard sym-
bols to display feedback. A typical example is shown in the following
excerpt:
2. Learner 4: me too
following excerpts show, in this study, this strategy was used to signal a
pause (excerpt 15) and display uncertainty (excerpt 16):
A final adaptive strategy identified in the data was the splitting of long
turns. This strategy has been reported in studies of native speaker inter-
action in computer messaging systems (Hentschel, 1998), and may be
observed in the following excerpt:
Analysis of the transcript data revealed that all of the participants made
use of this strategy in both sessions. Researcher observation confirmed
that the use of split turns appeared to provide an effective means to sup-
ply additional relevant information, and drive the interaction forward.
Data analysis indicates that the consistent use of adaptive strategies
contributed to effective discourse management. The data showed that
although communication breakdowns did occur, they were infrequent.
Moreover, researcher observation confirmed that the use of these strate-
gies facilitated the consistent production of coherent target language
output across the project sessions.
(3 lines of text)
6. Learner 6: i killed 2 sheep.
7. Learner 4: welldone!
Non-response
The data showed that while most requests for assistance were met with a
positive response, there were occasions when a request for help did not
84 From Theory to Practice
meet with any reaction from other players. An instance of this situation
occurred in the early stages of the second session:
(3 lines of text)
(4 lines of text)
(6 lines of text)
7. Learner 2: hello
8. Learner 2: hi
Learner attitudes
As was noted at an earlier stage of this discussion, one of the main con-
cerns of this study is the investigation of learner attitudes. In order to
answer Research Question 2, the researcher administered a post-study
questionnaire incorporating 15 Likert-scale questions. The participants
were requested to select one response for each statement from the
following options: (1) strongly disagree, (2) disagree, (3) no opinion,
(4) agree, (5) strongly agree. Analysis of learner responses is provided in
Table 4.2.
The first three statements of the questionnaire were designed to
explore learner attitudes toward usability and the communication
environment provided. In reaction to the first statement, participant
responses averaged 3.3. This finding indicates that the learners had
mixed views regarding the level of difficulty presented by the game.
Statement
Four learners agreed that the game was easy to play. In contrast, the
other participants found the game somewhat challenging. This finding
draws attention to the value of holding the orientation, which appeared
effective for the majority. In response to statements 2 and 3, responses
averaged 4.6 and 2.0 respectively. These findings indicate that the learn-
ers encountered no major problems when utilizing the chat system, and
that they were able to follow the real-time interaction.
Statements 4 through 10 were designed to elicit attitudes toward
specific features of game play and in-game interaction. In reaction to
statement 4, responses averaged 3.0. The participants expressed con-
trasting views toward the perceived level of difficulty of the quests,
with three agreeing that they were challenging while the others dis-
agreed. Responses to the next question averaged 3.3, indicating that the
learners also had differing experiences with regards to communication
problems. Four participants expressed no opinion, while two agreed that
they encountered problems. The reasons for this somewhat ambiguous
feedback will be examined below. In the case of statements 6 and 7,
learner responses averaged 2.8 and 3.5. These findings indicate a mod-
est level of disagreement with statement 6 suggesting that the learners
received feedback, and general agreement with statement 7 that other
players were helpful. These findings were confirmed by observation. The
researcher noted that in both sessions, once a participant succeeded in
establishing an ongoing interaction, they usually received helpful feed-
back from their interlocutor. Reactions to statement 8 averaged 2.8. This
finding suggests that for the group as a whole, interaction in the game
did not greatly reduce the social context cues that can inhibit learners
from expressing themselves in the TL. A similar response was provided
to statement 9, with reactions averaging 2.8, a finding which indicates
that, for this learner group, the presence of individual avatars did little to
enhance the sense of telepresence experienced. In response to statement
10, the participants averaged 2.6, a finding that expresses disagreement.
In reaction to statement 11 the response was 3.2. This shows limited
agreement with the statement that participating in the game assisted
vocabulary learning. Responses to the following statement were 3.8 and
this would appear to signify that the game provided a context conducive
to TL use.
The final three questions focused on establishing the overall bene-
fits, if any, of undertaking the sessions and future intentions regarding
the game. Participant responses to statement 13 averaged 4.3, and the
agreement with this statement draws attention to the general view that
interacting in the game was an enjoyable experience. Learner reactions
Mark Peterson 87
problems they experienced some delays between turns and this inhib-
ited their ability to maintain interaction. These learners observed that
their computers were rather old and lacked the processing power neces-
sary to run the game without difficulty. A further issue highlighted in
the feedback, also mentioned above, was that, on occasion, attempts to
initiate interaction were ignored by other players. The learners claimed
that some higher level players appeared more interested in completing
the quests than communicating with other players. Three participants
mentioned that they found this situation somewhat frustrating. One
learner claimed that they found the quests to be somewhat challenging.
Two participants claimed that the avatars provided only very limited
visual feedback and that the instructions for quests provided by non-
player agents were confusing. These learners also drew attention to what
they regarded as the limited support features provided by the game web-
site. Several participants noted that, although the orientation was useful,
a longer training period would have enabled them to become more
comfortable with aspects of the game such as quests and game-specific
terminology.
Conclusions
Note
This research was made possible by the generous support of the Foundation for
the Fusion of Science & Technology (F0ST).
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92 From Theory to Practice
Introduction
95
96 From Practice to Theory
Research methodology
Among the 34 teacher participants, only five owned game consoles, and
two played MMORPGs regularly. Though most had little exposure to
digital games, during discussion they commented that all games were
violent commercial products and time-wasting:
Players usually do not read the instructions, they just learn how to
play by guessing, trying or being taught by someone else.
(FT08)
Among the ten gamer-participants, most started playing since the late
1980s or early 1990s, and the choice of gaming language was their first
marker of autonomy as foreign language learners and users:
Japanese games were the norm then, except for online games, it was
really difficult to get hold of the English versions. I simply didn’t
know enough Japanese to enjoy playing. So I thought being able to
play in English was a godsend.
(Michael)
As revealed in the group discussion, Michael believed this was his first
memory of choosing to ‘do something in English’ on his own initiative
as a young teenager. But not every participant had a choice:
The only way she could game in Japanese was by sourcing unofficial fan-
made Chinese-language walkthroughs, and Raymond concurred imme-
diately by counting the hours he spent ploughing through discussion
Alice Chik 103
It depends on what games you play, say, if you play soccer games,
you’ll learn about soccer-related terms, but not much else.
(Raymond)
In addition to sports-related vocabulary, the male participants claimed
to have a large vocabulary of military terminologies, which was the
result of playing real-time strategy games over the years. Vocabulary
acquired from digital gaming might be highly genre-specific, but the
gamers did not appear to be bothered. Michael and Tom relished their
specialist knowledge in military English, and had an extended round of
discussion on the accuracy of Chinese translations (in both official and
unofficial versions) during our first group session.
Online gaming expanded the opportunity for authentic interactions
when gamers first realized that they had to, and could, use English on
these globalized gaming platforms. The gamers generally agreed that it
was not about ‘chatting in perfect English, it was getting the meaning
across that counted’ (Michael):
When I was in F.2 [secondary 2], I first visited a website called the
‘Zone’ to play Age of Empire online. I met gamers from all over the
world, America, Britain, Russia and Japan, and our common language
on ‘Zone’ was English. When chatting with these gamers, I learned
another kind of English. I meant the tones, vulgarities and jokes, like
‘What’s up, dude’. There was no foul language filter in the early days,
what a feast!
(Tom)
Other than using English for gaming purpose, Tom raised an addi-
tional issue about learning English used outside the classroom. Language
teachers might have frowned on the mentioning of vulgarity, but these
gamers treated it as part of the game culture. Acquiring this aspect of
communicative competence in gameworlds was important: ‘I learned
to swear quickly because I have to be tough enough to ignore stupid
insults’ (Michael).
Alice Chik 105
The autonomy to learn language items on topics that they were pas-
sionate about was also afforded by the medium of delivery, but in
this respect, not all games were equal: some console games provided
more reading and listening texts than others, and online gaming mode
provided opportunities for interactions in English. Contrary to casual
games, role-playing games engaged gamers to pay more attention to the
in-game language (Tracy). However, these participants felt that the true
value of using games was the opportunities ‘to learn while having fun’
(Kenneth). When language learning through gaming was viewed as ‘an
unexpected positive side-effect’ (Kenneth), gaming is a viable and sus-
tainable tool. This was particularly clear when gaming is extended to
game paratext consumption and production (Apperley & Beavis, 2011).
Carrie highlighted the use of both local and overseas online discussion
forums, and stressed that she did it on her own initiative as a secondary
school student. The use of local discussion forums and bulletin boards
(with threads usually posted in Chinese) was an important step in seek-
ing language advice beyond the classroom. A random search on topic
about English learning and use on discussion forums yielded various
posts in similar veins:
Does any brother read the game plot and use the online dictionary?
(2 October 2010, 2:09 p.m.)
106 From Practice to Theory
Not all forum participants would agree that learning through gaming
was possible (‘It is self-deceptive to think that you can learn while play-
ing’, 2 October 2010, 2:12 p.m.), but some discussants rationalized by
providing certain folk theories on foreign language learning:
You can learn English by playing online English games, but you have
to use overseas servers to game with foreigners. Then your English
will improve very rapidly. When it comes to video games, a lot of peo-
ple are amazingly persistent, that is the why they can learn English
through video gaming. You may not learn the perfect English, but
you will learn how to communicate in English.
(28 February 2010, 6:14 p.m.)
Thanks bro, I never thought about the English words, just play the
games. Now I know I should read a bit more XD.
(28 February 2010, 6:29 p.m.)
Alice Chik 107
You hit the right point – imperfect English. What’s the point then?
Learning bad English and pretend that you are doing something
right? You must be joking.
(28 February 2010, 7:46 p.m.)
Discussion
Chatting
with other
gamers in
In-game person in
English texts Chinese
(instructions/
dialogue)
Gaming-related activities
teachers, English learning and use through gaming was not a likely
event for most gamers.
Meanwhile, the gamer-participants purposed three areas to actualize
language learning potential: in-game texts, online gaming platforms,
and discussion forums (Figure 5.2). First, multimodal in-game texts were
the prime sources of language inputs. Second, interacting with over-
seas gamers on globalized online gaming platforms provided authentic
reasons and opportunities for active English learning and use. Finally,
gamers’ participation on discussion forums also formed part of the
ecology of language learning (Ito, 2007). Carrie and Raymond used
Chinese walkthroughs to advance their Japanese gameplay and also
learn Japanese phrases. Other gamers recommended reading English
walkthroughs to learn more about the games, and more English.
It appeared that accessing forums for gaming advice was an essential
part of the ecology. The gamer-participants also indicated strongly that
Online discussion
forums on digital
gaming strategies
and walkthroughs
Online gaming
platforms In-game texts
(interaction with (instructions/
other gamers) dialogue)
Gaming-related activites
their gaming experience was very much connected with other aspects of
language learning and use in their personal and social worlds. Michael’s
interest in historical-based real-time strategy games prompted him to
read beyond game texts to history books. The various gaming-related
activities formed an interconnected learning web, and for many of these
games, locally-accessed bulletin boards and discussion forums played an
indispensible role.
Though the gamer-participants all indicated that they did not usu-
ally play games in Chinese, they had all accessed local online bulletin
boards and discussion forums for sourcing walkthroughs and cheats,
and posting discussion threads in Chinese. As shown in the previous
section, issues related to digital gaming and language learning were dis-
cussed actively on various forums and bulletin boards. In the simplest
terms, the local Chinese Hong Kong online discussion forums and bul-
letin boards provided the links between language learning and gaming
beyond the classroom (Figure 5.3). The threads collected, published
Online discussion
Online
forums on video
discussion
gaming strategies
forums in
and walkthroughs
Chinese
in English
Online gaming
platforms in English
In-game
(interaction with
English texts
other gamers)
(instructions/
dialogue)
Gaming-related activites
Conclusion
Note
1. An illustrative example is the sales of Nintendo’s Wii game console and soft-
ware in Hong Kong. The console is sold with a traditional Chinese language
interface, but only four Chinese-language Wii games are officially available.
On the official website, console owners are advised to buy and play the
console-compatible Japanese-language version, but they were also given the
information that all in-game texts will be in Japanese.
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114 From Practice to Theory
Introduction
115
116 From Practice to Theory
Serious games
But why should serious games be used? How might a game enhance a
learning environment? Perhaps an overarching benefit is that games,
similar to tutoring systems, provide the opportunity for adaptive, indi-
vidualized interactions. Within a serious game, learners are able to
practice, and instructors are able to monitor progress of the learners
based on their score(s). Games usually include various forms of feedback
that help learners to better regulate their activities. In serious games this
feedback could be points for a correct answer, or it could come as a
reaction from another character within a 3D world. Serious games pro-
vide the opportunity for learners to engage in individual practice with
skills and knowledge. Also, to a greater extent than traditional tutoring
systems, games can help to render that practice more enjoyable for the
learner.
It is clear that people enjoy games. Recently, games have seen a dra-
matic rise in popularity and have become a common household form of
entertainment (Combs, 2008). Researchers are often looking to leverage
this natural entertainment value to make an educational task enjoyable.
Previous efforts suggest that enjoyment is the core of the entertain-
ment process, resulting from (1) sensory pleasure, which may be due
to such factors as photorealism and immersion, (2) suspense, thrill, and
relief, which is highly influenced by such factors as caring for characters
and a strong narrative, and (3) achievement, control, and self-efficacy,
which should be influenced by the degree of interactivity (Vorderer,
Klimmt, & Ritterfeld, 2004). In theory, entertainment may aid learn-
ing by stimulating engagement or by rewarding performance. Indeed,
some research has found game-based learning environments to be more
engaging and motivating than traditional instruction and to yield rapid
G. Tanner Jackson, Kyle B. Dempsey and Danielle S. McNamara 117
through fantasy (Malone & Lepper, 1987). The learners are involved in
an activity that is outside of themselves (Rieber, 1996). The activity can
either be separated from the content of the game, exogenous fantasy, or
connected to the content, endogenous fantasy. The assumption is that,
if the fantasy is provoking enough, the learner will gain interest in the
content. If this happens, then enjoyment of the game is enjoyment of
the content. Endogenous games would lend more support to the con-
tent over exogenous games, because the line between game and content
is harder to distinguish.
Another factor that potentially determines interest within a game
is challenge (Gredler, 2004; Rieber, 1996). Games that are easily won
require little effort from learners. On the other hand, games that are
too difficult can result in lowered interest because learners are unable to
accomplish goals. Vygotsky (1978) posited that learning is most effec-
tive when the material is slightly more advanced than the learner. With
respect to game challenge, the same hypothesis could apply. A game
that is slightly more challenging than the learner’s skill and knowledge
may sustain interest by providing accomplishment while maintain-
ing effort. Indeed, self-efficacy and interest in games have been found
to be highly correlated (Zimmerman & Kitsantas, 1995). Ratings of
higher self-efficacy during gameplay coincide with higher preferences
for one game over others. Thus, accomplishment by the player over
consistent challenges should raise their self-efficacy and their overall
enjoyment.
Serious games often go beyond enjoyment to fulfill a number of
purposes (Gredler, 2004). Serious games can be used for assessment,
where the game informs whether the learner can appropriately apply
skills and knowledge. They can be used for practice, where the game
requires repeated application of the relevant knowledge in a variety of
contexts, and the game sustains the learner’s attention and motivation
throughout the practice period (e.g., Shank & Neaman, 2001). Serious
games can be used for summation, where the game provides a venue
to apply a variety of skills in one task. Similarly, serious games can be
used for inter-relating information and novel combinations of existing
knowledge that can lead to insights. Some exercises induce learners to
refine and combine existing knowledge (Swaak & de Jong, 2001). These
pedagogical functions have helped to make serious games a hot topic
within the field of automated tutoring systems. One such example is
a recently updated system (called iSTART) that has transitioned from a
traditional intelligent tutoring system into a game-based learning envi-
ronment (Jackson, Dempsey, & McNamara, 2010). The remainder of this
G. Tanner Jackson, Kyle B. Dempsey and Danielle S. McNamara 119
iSTART
iSTART-ME
Current study
Procedure
Training environments
The primary analyses for this study focused on performance and engage-
ment. Performance measures consisted of self-explanation scores during
training, along with accompanying indices of time on task (Fredrick &
Walberg, 1980) and the number of self-explanations generated. Time on
task and number of self-explanations generated were included to deter-
mine if there were fundamental differences in the amount of practice
for each practice condition. The amount of practice, including time on
task (Fredrick & Walberg, 1980) and number of practice attempts, has
been linked with increased performance. Therefore, time on task (mea-
sured in minutes) and the number of practice attempts (measured as the
total number of self-explanations produced) were included as dependent
measures. Engagement was measured using questions adapted from a
pre-existing questionnaire (Jennett et al., 2008).
G. Tanner Jackson, Kyle B. Dempsey and Danielle S. McNamara 129
Performance
Students’ self-explanation scores during training were used as the pri-
mary outcome measure. Two texts were used, each of which contained
nine target sentences. Performance on both texts was assessed across
the two conditions. An analysis of variance revealed that those stu-
dents who interacted with Coached Practice generated significantly
better self-explanations (M = 2.54, SD =. 27) than the students who
played Showdown (M = 1. 85, SD =. 47), F(1,34) = 29. 74, p <. 001.
Self-explanation score means are displayed in Figure 6.4.
These results indicate that students within Coached Practice gen-
erated higher quality self-explanations than the students within
Showdown. However, Coached Practice allows for students to resubmit
low quality self-explanations. This benefit would likely include more
time on task as well as more practice attempts, both of which could be
related to the increased performance scores.
To investigate this possibility, two related measures were also ana-
lyzed: time taken to complete each training condition and the
total number of self-explanations generated during the interaction.
An ANOVA on the total training time (minutes) for each condition
revealed that students within Coached Practice (M = 53. 2, SD = 13. 6)
interacted with the environment for a significantly longer amount of
time than those participants in Showdown (M = 26. 0, SD = 7. 2), F(1,34)
= 56.18, p < .001. Average time on task for each condition is displayed
in Figure 6.5. This result indicates that those students in Coached Prac-
tice spent significantly more time with the target task. Additionally,
2.5
1.5
0.5
0
Coached practice Showdown
Figure 6.5 Students spend more time training in Coached Practice than in
Showdown
Engagement
In addition to performance, responses to the post-test survey were
analyzed to investigate potential differences in engagement. The five
questions for the engagement subscale (shown in Table 6.1) were com-
bined to produce a composite ‘engagement’ score, which was used to
analyze potential differences between training conditions. A one-tailed
ANOVA conducted on the composite engagement measure revealed that
participants who interacted with Showdown (M = 3.04, SD = .74) rated
it as significantly more engaging than students within Coached Practice
(M = 2.43, SD = 1.13), F(1,34) = 3.69, p < .05. Follow-up analyses were
conducted on each of the questions within the engagement subscale (see
means displayed in Figure 6.7). These analyses revealed significant dif-
ferences for two of the engagement questions. Students in Showdown
(M = 4.50, SD = 0.86) were significantly more interested in ‘winning’
the game than students in Coached Practice (M = 3.17, SD = 1.38),
132 From Practice to Theory
1
To what extent To what extent How much did Were you in At any point did
did you feel were you you want to 'win' suspense about you find yourself
emotionally interested in the game? whether or not become so
attached to the seeing how the you would win or involved that you
game? game's events lose the game? wanted to speak
would progress? to the game
directly?
F(1,34) = 12. 09, p < .001. Additionally, students who interacted with
Showdown (M = 3.61, SD = 1.38) were significantly more likely to be
in suspense about the game outcomes than students within Coached
Practice (M = 2. 50, SD = 1.34), F(1,34) = 6.02, p < .05.
Another indicator of engagement is the player’s willingness to persist
within the learning environment. The post-test survey included a ques-
tion that targeted user persistence, ‘Were there any times during the
game in which you just wanted to give up?’ Analyses on this question
revealed that students who played Showdown (M = 1.78, SD = 1.31)
were significantly less likely to have the desire to give up than those stu-
dents within Coached Practice (M = 3.00, SD = 1.65), F(1,34) = 6.09,
p <. 05.
These results contrast those found for performance. Students view
Showdown as a game, and they experience some of the associated
benefits (increases in engagement and persistence). Indeed, we also
observed students during the study whose behaviors while engaged with
showdown indicated excitement when winning (e.g., raising their fists
to the air), and disappointment when losing (e.g., moaning). These
results are encouraging for the continued development of iSTART-ME,
and indicate important features to include within future designs. While
the game-based features within Showdown were successful at improving
G. Tanner Jackson, Kyle B. Dempsey and Danielle S. McNamara 133
Conclusions
help to address the potential explanations for the results of this study
that we have discussed in this chapter.
Acknowledgments
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136 From Practice to Theory
Introduction
139
140 From Practice to Theory
(which exist in the software of the game itself) combined with the
representation of these mechanics and the associated cognitive-motor
skills that must necessarily be acquired and employed by the player to
perform these behaviors during play (Avedon, 1971; Sicart, 2008). How-
ever, from the point of view of learning and cognition, the distinction
between in-game rules and the player’s interactions within those rules
is of importance; thus, here I use the term gameplay mechanics to refer
solely to in-game rules, and skills to refer to the behaviors acquired and
performed by the player.
On their own, these observations about the development of game-
playing skills might seem far removed from the realm of language
learning. However, examining this skill development process in terms of
rule-based patterns of behavior interacting with non-decomposable in-
game referents brings to mind a dichotomy similar to the one espoused
by Ullman’s declarative/procedural model of language (Ullman, 2001,
2004). This is a dual-system model, with one system for associative
memory in the lexicon, and another system governing rule-based
processes. Crucially, what makes this model different from other dual-
system models of language is that the lexicon and grammar are parts of
larger, domain-general systems of declarative and procedural memory
that relate to the storage of facts (declarative memory) and processes
(procedural memory). Declarative memory is specialized for learning
arbitrary associations between form and meaning which, in the case of
the meanings of non-compositional words (e.g., boat, house, and ran –
words whose meaning and referents are not relatable to their form)
make up the mental lexicon. With regards to language, the procedu-
ral system consists of rules that carry out mental operations in real time,
transforming morphology and syntax by manipulating symbols. Words
whose surface forms can be predicted by grammatical rules are gov-
erned by this system. This includes such derived forms as plurals (bird ∼
bird+s) and predictable verb tenses (walk ∼ walk+ed). According to this
model, neither memory system is specific to the domain of language.
Declarative memory also retrieves facts, events, and other items subject
to conscious recollection (Eichenbaum, 1997), while procedural mem-
ory governs motor and cognitive skills (Ullman, 2001; see also Ullman,
1999; Ullman et al., 1997).
Returning to the development of game-playing skills, the acquisition
and performance of in-game behaviors should be considered a cogni-
tive/motor skill, a type of skill which Ullman’s declarative/procedural
model predicts is governed by the domain-general procedural sys-
tem. Learned associations pairing the sprites or other on-screen
142 From Practice to Theory
Forster, & Garrett, 1991; see also Friederici, 2004). Although there are
some notable exceptions to the trend (Kolk, Chwilla, van Herten, &
Oor, 2003; Kuperberg, Sitnikova, Caplan, & Holcomb, 2003), schemat-
ically speaking this amounts to a semantics/syntax dichotomy in ERP
effects that holds true for comprehenders processing their native lan-
guage. The correspondence between anomalies related to the lexicon
and the N400, and between anomalies related to morphosyntactic rules
and the LAN, has been cited by Ullman (2004) as evidence supporting
his domain-general declarative/procedural model.
In the last decade, much attention in the ERP literature has been
directed toward investigating the ERPs of second language learners. The
current consensus is that language learners display ERPs that continually
evolve as their proficiency increases. Very early in the L2 acquisition
process, learners display N400 effects when presented with semantic
anomalies, but they do not consistently exhibit a nativelike bipha-
sic LAN/P600 pattern for syntactic anomalies in their L2; rather, they
show an early negativity that more closely resembles an N400 than
the LAN one would expect among native speakers, or show a P600
effect of relatively low amplitude (Clahsen & Felser, 2006; Osterhout,
McLaughlin, Pitkänen, Frenck-Mestre, & Molinaro, 2006; Weber-Fox &
Neville, 1996). In other words, morphosyntactic anomalies do not gen-
erally correspond to nativelike ERP effects for low-proficiency learners.
However, as the learner’s L2 proficiency increases, these ERP signatures
also change. Steinhauer, White, and Drury (2009) describe a dynamic
sequence of L2 ERP components that change as a function of L2 profi-
ciency: Novice learners presented with morphosyntactic errors exhibit
an N400. Then, as proficiency increases, learners exhibit a small P600,
then a larger P600, and finally a bilateral or lateralized anterior nega-
tivity followed by a P600 essentially identical to the patterns observed
for native speakers. While recent work has shown that increasingly
nativelike ERPs correspond to increasing proficiency for learners of nat-
ural languages like English and French – including for the processing
of other types of linguistic anomalies and constructions, such as those
relating to focus structure (Reichle, 2009, 2010) – several of the early
ERP studies in this area focused on miniature subsets of natural lan-
guages (Mueller, 2005, 2006; Mueller, Hahne, Fujii, & Friederici, 2005)
or on artificial languages.
One widely cited ERP study that relied on training participants in an
artificial language was Friederici, Steinhauer, and Pfeifer’s (2002) inves-
tigation of the miniature artificial language BROCANTO. The investiga-
tors found that native German-speaking participants who were trained
144 From Practice to Theory
interpreted as evidence that such effects can be observed for the pro-
cessing of late-learned L2s. Several related studies (Morgan-Short, Sanz,
Steinhauer, & Ullman, 2010; Opitz & Friederici, 2003, 2004) have suc-
cessfully addressed similar research questions using variations of this
artificial language paradigm. More important for the present volume,
however, is the link between the acquisition of the mini-language and
the participants’ gameplay experience. After the initial training session,
players’ acquisition and perfection of BROCANTO syntax took place
entirely within the context of the game, and I suggest that the similari-
ties in rule-based processing between the training in, and execution of,
video game rules and the manipulation of morphosyntactic rules facili-
tated the acquisition process. While this link is speculative, it would be
possible for future ERP studies to examine whether violations in syntax
and gameplay mechanics are associated with the same ERP effects (i.e.,
LAN and/or P600 effects), thereby adding to the debate on the nature
(exclusively linguistic versus domain-general) of the P600 component.
It is also worthwhile to examine the learning principles at work
during the Friederici et al. (2002) and Morgan-Short et al. (2010)
BROCANTO training sessions, and Gee (2003) provides a framework
for such an analysis. Approaching the BROCANTO game as what Gee
(2003) labels a ‘semiotic domain’, it is immediately apparent that the
content of this semiotic domain – that is, the ensemble of entities that
take on meaning within it – is largely valueless outside of the gameplay
context, since its nonce words and gameplay mechanics are only found
in this one game. However, as Gee has argued, it is not the content of a
game that can take on external value, but rather three processes of active
learning: ‘experiencing the world in new ways, forming new affiliations,
and preparation for future learning’ (Gee, 2003, p. 23). Furthermore,
active learning becomes critical learning when the learner develops the
meta-ability to ‘reflect on, critique, and manipulate’ the elements of
a domain (Gee, 2003, p. 40). Active, critical learning took place for
the BROCANTO player-learners: Learners experienced the world in a
new way (through the lens of the training game); they engaged in the
social process of forming affiliations as they worked with – and simul-
taneously competed against – partners undergoing the same training;
they prepared for future learning, inasmuch as successful communica-
tion in BROCANTO was required to continue (and successfully compete
in) gameplay; and players were required to have a meta-awareness of
gameplay mechanics and BROCANTO grammar when they were made
to orally state gameplay moves and when attention was drawn to their
errors in the mini-language. (One could also argue that the later ERP
146 From Practice to Theory
• cooperation;
• competition;
• a requirement of successful learning in order to progress;
• feedback;
• meta-awareness of gameplay mechanics.
Robert V. Reichle 147
Future directions
The question for future practical work in this area is therefore how to
combine the rules of L2 morphosyntax with the mechanics of gameplay
so that grammar can be proceduralized during the acquisition of
gameplay skills, at the same time that players develop a meta-awareness
of the structure of the L2 which is in turn engaged during gameplay.
Games set in two diverse environments – the court of law, and worlds
where people use magic – present the opportunity to incorporate lan-
guage use into gameplay mechanics in such a way. Both settings can be
made to employ speech acts as an integral part of gameplay. For exam-
ple, Phoenix Wright: Ace Attorney is one in a series of courtroom-based
adventure games in which the player-controlled titular lawyer examines
witnesses and collects evidence with the goal of defending clients on
trial. The most meaningful actions in the courtroom segments of the
game are either interactions with other characters during cross exami-
nation or performing such speech acts as protesting to statements made
by the prosecution (‘Objection!’). Language-learning games set in a sim-
ilar milieu could employ a variation of this gameplay mechanic whereby
the player is required to write grammatical sentences in order to exam-
ine witnesses. Similarly, the player might be required to raise objections
in court not by identifying false testimony, but by monitoring sentences
to identify grammatical or lexical infelicities.
In the same vein, games based on magic and wizardry present another
opportunity for the performance of grammatical speech acts to be a req-
uisite for successful gameplay. If words must be recited by the player’s
character in order to cast a spell, the player might have to construct
these utterances on his own, or monitor the speech of opponents for
errors to prevent them from casting spells. The Elder Scrolls series of
sword-and-sorcery role-playing games has long featured an elaborate
spell-casting system, and Skyrim, the latest installment in the series,
expands on this system by introducing a speech-act-oriented system of
casting spells using ‘dragon shouts’. Each time the player slays a dragon
during the course of the game, he acquires a new battle cry that bestows
offensive or defensive advantages when utilized in combat. While the
most basic implementation of dragon shouts relies on simply pressing
a button to cause one’s avatar to utter a battle cry, advanced players
can further develop their shouts by seeking out ancient relics covered
Robert V. Reichle 151
in runes. Reading the right runes allows the player to learn new words
in this ‘dragon language’, thereby expanding the simplistic shouts into
longer phrases. This mechanic is of course tailored to a fantasy set-
ting, but one can easily imagine using an analogous mechanic that
replaces the constructed dragon language with a real-world target lan-
guage, and that forces players to not only find new words and syntactic
constructions in the gameplay world, but additionally combine them
grammatically before being awarded gameplay advantages.
Note that these suggestions allow for flexibility in the degree of
metalinguistic knowledge required by the player/learner. A gameplay
mechanic that relies on the identification of ungrammatical utterances
presupposes a certain amount of metalinguistic knowledge on the part
of the player, and might be better coupled with explicit language
instruction. A mechanic that relies more on the acquisition and com-
bination of new words and structures, on the other hand, could allow
for more implicit instruction as the player discovers for himself what
combinations work, and in what contexts. In light of recent findings on
the neurocognitive substrates engaged by implicit and explicit language
learning (e.g.,Morgan-Short et al., 2010; Williams, 2009), as well as
other studies on the effectiveness of explicit versus implicit instruction
(e.g.,Reinders & Ellis, 2009), computer games that maximize opportu-
nities for implicit learning could potentially lead to more nativelike
processing. This possibility warrants further investigation.
As the examples of Batman and Red Dead Redemption illustrate, com-
mercial game developers already rely on the player’s meta-awareness
of game rules for narrative or emotional effect. Crucially, the above
gameplay suggestions unite meta-awareness of gameplay mechanics
with metalinguistic knowledge. Whether implicitly or explicitly, players
must learn what constitutes a valid utterance in order to execute in-
game actions, and when these mechanics correspond to L2 syntax, there
is also a correspondence between meta-awareness of game rules and
metalinguistic knowledge. We should thus expect players of language
learning games to develop a similar awareness, which can be exploited
to facilitate noticing and awareness of L2 forms.
These possible implementations of syntax-as-gameplay mechanics –
or others like them – could conceivably be integrated into game design
without overwhelming the player with the notion that they are engag-
ing in ‘edutainment’, all the while preserving the learning principles
identified as having contributed to the success of the BROCANTO train-
ing game. At the same time, the theoretically motivated link between
morphosyntactic processing and gameplay skills has implications both
152 From Practice to Theory
for linguistic and second language acquisition research. The shared use
of procedural memory raises the possibility that similar ERP signatures
would be observed for morphosyntactic violations and for violations of
the rules of gameplay (either with regards to the mechanics in-game,
or inasmuch as the player’s input to the game does not correspond
to an expected outcome). While there is some evidence for late pos-
itivities similar to the P600 ERP component in non-morphosyntactic
domains such as music and mathematics (Heras, & Fernández-Frías,
2006; Martín-Loeches, Casado, Gonzalo, de Núñez-Peña, & Honrubia-
Serrano, 2004; Patel, Gibson, Ratner, Besson, & Holcomb, 1998; see also
Gouvea, Phillips, Kazanina, & Poeppel, 2010), to my knowledge there
are no ERP studies of violations in expected gameplay behavior. Future
work in this area would be crucial to determining the nature of the link
between these two uses of procedural memory, and would at the same
time inform the debate on the purely linguistic versus domain-general
nature of the P600 effect.
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Robert V. Reichle 155
In recent years there has been a lot of interest in the potential role of
computer games in language education. Playing games is said to be moti-
vating to students and to benefit the development of social skills, such
as collaboration, and metacognitive skill, such as planning and orga-
nization. An important potential benefit is also that games encourage
the use of the target language in a non-threatening environment. Will-
ingness to communicate has been shown to affect L2 acquisition in a
number of ways and it is therefore important to investigate if there is a
connection between playing games and learners’ interaction in the tar-
get language. In this chapter we report on the results of a pilot study
that investigated the effects of playing an online multiplayer game on
the quantity and quality of L2 interaction in the game and on par-
ticipants’ willingness to communicate in the target language. We will
show that computer games can indeed affect L2 interaction patterns
and contribute to L2 acquisition, but that this depends, as in all other
teaching and learning environments, on careful pedagogic planning of
the activity.
156
Hayo Reinders and Sorada Wattana 157
Many claims are made for the benefits of games on affective factors
such as anxiety and motivation, but few studies have directly investi-
gated the effects of computer game on L2 acquisition. An example of
such a study was conducted by de Haan, Reed and Kuwada (2010), who
investigated the effects of playing a computer game, versus watching
it, on immediate and delayed recall of vocabulary by Japanese learners.
Participants in the study were given a music game in which the play-
ers had to complete parts of a song by pressing controller buttons at
the correct time. Participants in this study did not collaborate but were
interacting only with the computer (Chapelle’s human-computer inter-
action, 2001). An important feature of the study, and perhaps a major
limitation, is that participants did not have to understand the English
in order to play the game. The authors found that playing the game
resulted in less vocabulary acquisition than watching it (although both
resulted in learning gains), probably as a result of the greater cognitive
load of having to interact with the game. A post-experimental question-
naire revealed that there was no difference between players and watchers
in terms of their mental effort, so the effects are due only to their
158 From Practice to Theory
interaction with the game. The authors argue that playing games and
interactivity are therefore not necessarily conducive to language acqui-
sition. However, it is of course important to understand these findings
in light of the fact that the language was not a focal part of participants’
experience and that they could complete the tasks without attention
to the vocabulary. It is therefore important that future studies investi-
gate gaming environments that do involve meaningful language use.
Another limitation of this study was the nature of the game that was
chosen. This particular type of game did not include a more narrative
component, where immediate action is required, such as is common in
many adventure games. This may have mitigated against participants
having the time to notice the language.
That noticing linguistic elements in an environment where the pri-
mary focus is not on language is possible in a gaming environment
was shown by Piirainen-Marsh and Tainio (2009), who used Conver-
sation Analysis to examine how two teenage boys repeated language
elements in the game to show their involvement and to make sense of
the game. Video recordings of their game interactions showed frequent
repetitions both in the form of immediate imitation but also for antic-
ipatory use and to recontextualize previously heard utterances, or to
expand on them. The authors conclude: ‘On the whole, repetition offers
a flexible resource through which the participants display continued
attention to relevant features of the game and co-construct the collabo-
rative play activity’ (p. 166). This study did not investigate the effects of
this repetition on linguistic acquisition, however.
Similarly, Zheng, Young, Wagner, & Brewer (2009) focused on the
effects of gameplay on the interaction and collaborative construction of
cultural and discourse practices between native and non-native speakers
in the educational game Quest Atlantis. The collaborative nature of the
game required a deep exchange between the two dyads of players and
encouraged the development of not only semantic and syntactic, but
also pragmatic knowledge, and both from native to non-native speaker
and vice versa. The authors refer to this type of interaction as negotiation
for action.
Chen and Johnson (2004) modded a commercial role-playing game
called Neverwinter Nights to investigate whether a computer game simu-
lating a foreign language learning context could promote a state of ‘flow’
and motivate students to practise language skills (Spanish in the case of
this study) outside of the classroom. The authors used questionnaires,
video transcripts, field notes and a post-game interview to investigate
this but realized that there were significant differences in the amount
Hayo Reinders and Sorada Wattana 159
of experience the participants had with playing games, and that this
strongly affected their ability to play the game successfully. For exam-
ple, the one participant who did have previous game-playing experience
felt more comfortable in the game, spent less time accomplishing the
tasks, and self-reported a higher level of enjoyment and flow in the game
than the other participants. This study thus highlighted the importance
of sufficient training, both to encourage greater success in playing the
game and to minimize the possiblity of differences between students
acting as a confounding factor in subsequent analyses.
A key element in the studies above, and in discussions of computer
games in education in general, is that learners more actively participate
in the activity at hand (see also Garcia-Carbonell, Rising, Montero, &
Watts, 2001). In language learning, this means that games are sug-
gested to encourage more interaction in the L2. We therefore now briefly
discuss the importance of interaction on L2 acquisition.
Willingness to communicate
Many claims have been made for the benefits of games on lowering
affective barriers and encouraging learners to interact within a target
domain. In the area of L2 acquisition this can have potentially impor-
tant implications, as decades of research have convincingly shown that
exposure to L2 input affects L2 acquisition (Ellis, 2002). However, even if
learners have potential access to input, this does not mean that they are
willing or able to interact with that input. Willingness to communicate
(WTC) as an SLA concept emerged from previous research on ‘predispo-
sitions toward verbal behaviour’ (Mortensen, Arntson, & Lustig, 1977),
‘shyness’ (McCroskey & Richmond, 1982), and ‘unwillingness to com-
municate’ (Burgoon, 1976). Studies were initially mainly done on first
language acquisition. When applied to L2 learning, WTC was used to
explain why communicative competence alone is necessary but not suf-
ficient for effective communication in the target language; situational
influences affect willingness to initiate or engage in communication
(MacIntyre, Dörnyei, Clément, & Noels, 1998). In this view, WTC in
an L2 is defined as ‘readiness to enter into the discourse at a particu-
lar time with a specific person or persons, using a L2’ (MacIntyre et al.,
1998, p. 547).
WTC has been found to influence the frequency with which learn-
ers engage in L2 communication (Clement, Baker, & MacIntyre, 2003;
Yashima, 2002), which in turn is related to the development of L2
communication skills. WTC is also regarded as a crucial factor in ulti-
mate proficiency levels in second language production (Kang, 2005);
Hayo Reinders and Sorada Wattana 161
the more use of the L2, the more likely that L2 proficiency will develop
(although of course, proficiency does not necessarily extend to gram-
matical accuracy or nativelike language use, as demonstrated by Swain
and others). Consequently, WTC has been proposed as a fundamen-
tal goal of L2 learning and instruction in line with the emphasis on
authentic L2 communication as an essential part of L2 learning and to
increase the likelihood of learners actually using the target language, not
only in class, but also in more naturalistic settings (MacIntyre, Baker,
Clément, & Conrod, 2001; MacIntyre, Baker, Clément, & Donovan,
2003; MacIntyre et al., 1998)
MacIntyre and colleagues (1998) conceptualized WTC in the L2 as a
layered pyramid model in which a range of different variables influence
L2 learners’ eventual L2 use (see Figure 8.1). The authors propose that
WTC is influenced by both situational influences (Layers I, II, III) and
enduring influences (Layers IV, V, VI). As the learner moves up the pyra-
mid, the learner has more control over the act of communicating in
an L2.
Past studies into WTC have demonstrated its positive effect on L2
acquisition; a willingness to communicate is clearly related to the likeli-
hood of students improving their L2 skills, particularly in productive
1
Communication
Layer I L2 use behaviour
2
Behavioural
Layer II Willingness to
intention
communicate
Desire to 3 4 Situated
communicate State
Layer III with a specific communicative antecedents
person self-confidence
5 6 7
Motivational
Layer IV Interpersonal Intergroup L2 propensities
motivation motivation Self-confidence
8 9 10
skills. Major findings from WTC studies indicated that learners who
demonstrate WTC interact in the target language actively, which, in
turn, contributes to increased frequency and greater amount of L2 use
(Clement et al., 2003; Freiermuth & Jarrell, 2006; Hashimoto, 2002;
MacIntyre & Charos, 1996; Yashima, Zenuk-Nishide, & Shimizu, 2004).
L2 researchers have recognized that language learners who are more
active with L2 use have a greater potential to develop language pro-
ficiency as a result of having more opportunities to communicate
with others. Language learners who are more willing to communi-
cate have been found to have more potential to practise in an L2
(MacIntyre et al., 2001), improve their communicative skills (Yashima
et al., 2004), acquire language fluency (Derwing, Munro, & Thomson,
2008), and generally achieve greater language proficiency (MacIntyre
et al., 1998, 2001; Yashima, 2002). Clearly, an important aim of L2
instruction should be to improve willingness to communicate, and for
L2 acquisition research to investigate how this can best be done.
Games can affect some aspects of the above variables influencing L2
WTC. As games are considered by learners as ‘fun’ and engaging, they
generally create low anxiety environments. Intergroup attitudes within
gaming environments are based on expectations of constant interaction
and the social situation is frequently one that is non-hierarchical and
inclusive, and one in which the (L2) participant has a genuine desire
to communicate. In addition, games, particularly MMORPGs (massively
multiplayer online role-playing games such as World of Warcraft), pro-
vide opportunities for authentic interaction and social support, increas-
ing exposure to authentic L2 input and opportunities for L2 output.
Such social support is found crucial for developing levels of WTC,
especially outside the classroom (MacIntyre et al., 2001).
The study
(1) What effects does playing a MMORPG have on (a) the quantity and
(b) quality of L2 interaction?
(2) What effects does playing a MMORPG have on learners’ WTC?
Hayo Reinders and Sorada Wattana 163
Methodology
Participants
The participants were ten male and six female fourth-year undergrad-
uate IT students, between 21 and 26 years of age, at a university in
Thailand. All of them indicated that they had played MMORPGs before
and played computer games on average 27 hours per week. In addition,
all males and three of the females had played Ragnarok, the game used in
this study, before. We therefore did not expect participants to be unduly
affected by novelty and training effects. Their English proficiency lev-
els ranged from beginning to intermediate, as indicated by their grades
from a previous language course, as well as their test scores on the uni-
versity test of English proficiency. The pre-survey result revealed that
the participants had no other contact with English other than during
the class, that 14 of them considered their English communication skills
only as ‘fair’.
Another important reason for modifying the game was that the
original in-game quests were considered to be too long for the study
participants to complete during class time. The modification in this
study, as a result, meant creating new quest events relevant to the
course that the participants were on, to allow for application of language
skills at the level appropriate. The modification also meant inserting
language learning content inside the game activities to use in ways
perceived to be meaningful to students. Generally, the modified ver-
sion of Ragnarok Online had some differences in the number of players,
gameplay, language and game server as shown below (Table 8.1).
Ragnarok Online was chosen because it is one of the most popu-
lar games in Thailand. Students could therefore be expected to be
more likely to know about it or be interested in playing it. We also
chose it because this game allowed us to make partial modifications
and extensions to the original game and host the game on our own
server, giving us more control. The most important reason, however,
was that Ragnarok Online requires participants to communicate in order
to progress in the game more quickly, and for this reason it seemed
particularly suited as a medium for our study.
In this study, computer games were used as CALL and integrated as
part of the regular language course. Overall, there were two objectives for
CALL activities in the form of computer games. The first objective was to
give students opportunities to review the course material through play,
or ‘plearn’, for ‘play and learn’, which is also the Thai word for ‘enjoy’
(Samudavanija, 1999). The term plearn is one of the most important
concepts in Thai education, stressing that learning should be an enjoy-
able activity and students should gain knowledge through their play.
As part of playing newly modified quests, students had opportunities
to learn and practise the vocabulary and language skills they studied in
class in a fun way. By lowering the affective barrier, the intention was
to encourage students to relax and learn in a more natural way (Aoki,
1999). The other objective of using computer games was to encourage
more participation. Thai students are notoriously reticent and generally
avoid interaction in English classes (Kamprasertwong, 2010). By encour-
aging students to work together in a non-threatening environment, the
aim was to encourage them to become more actively involved in the
learning process.
Three new quests – the missions that players are assigned to accom-
plish in order to get items and progress throughout the game – were
specifically designed in agreement with the learning activities and
objectives of the three lessons with which computer games activities
165
Gameplay Players can use the keyboard and the mouse to control most of
and tasks the basic functions. Players can create several characters per
account but they can only control one character at a time.
Players begin as ‘Novices’ and then gain new skills and abilities
as they specialize in the job they choose and earn experience
points and level up. In general, basic gameplay involves:
Unit The objectives for this unit Computer game activities are:
are for the students to:
Figure 8.2 A screenshot of quest event called ‘looking for a computer shop sales
assistant’
Procedures
Students were requested to participate in three computer game ses-
sions. Before starting each session, a 15-minute briefing was given
which included linguistic preparation (giving students planning time
to write down the questions that might be asked during gameplay and
to learn from one another about words, phrases, grammar and language
functions that could help them during the game), and familiarizing par-
ticipants with the quests (discussing quest information such as which
NPC they needed to interact with to accept the quest, what kinds of
tasks needed to be completed, and so on). Students were briefed clearly
on what they were expected to do and when and why. The expectations
involved length of class time students had to complete the quest, ground
rules for communication (e.g., what is good ‘netiquette?’) and collab-
oration (e.g., what is collaboration and what is cheating?), as advised
by Whitton (2010, p. 81), things they could and could not perform as
Hayo Reinders and Sorada Wattana 169
players (e.g., dos and don’ts), and benefits they could obtain from the
activity. Students were also instructed to focus on collaboration rather
than competition, to play the game not only for fun but also for learn-
ing, and to try to use the target language for communication in the
game. During gameplay, students were randomly divided into either a
text-based chat or a voice-based chat group and were instructed to col-
laborate and communicate synchronously with other playing characters
(PCs) in order to progress throughout the game. After each game ses-
sion ended, students were asked to complete a WTC questionnaire and
finally a collaborative debriefing took place during which participants
were asked to discuss in small groups about their experience, success and
failure in the game and how they had communicated synchronously.
Results
M = 75.88
80 SD = 20.518
M = 66
Figure 8.3 Average number of turns per student, communicating via text-based
chat and voice-based chat while engaged in computer game activities
Quantity of L2 interaction
The results showed that gameplay had positive effects, when compared
with anecdotal observations of students’ communicative behaviour
during face-to-face interaction, on the quantity of L2 interaction via
text-based chat and oral-based chat during the three computer game
sessions, as measured by the number of words and length of turns.
Figure 8.3 and Table 8.5 show that students took 528 and 607 turns in
text chat in sessions 1 and 3, respectively. Individuals ranged from 35 to
121 turns, with the average and also the minimum and maximum num-
ber of turns increasing between the two sessions. The average number
of turns per student in session 3 (M = 75.88, SD = 20.518) was greater
than the average number of turns per student in session 1 (M = 66,
SD = 18.174) which was when they had just started and were not yet
used to the game. A paired t-test was performed to determine if this
difference was statistically significant. As shown in Table 8.3, this was
found to be the case (t = 3.837, p =.006; p < .05) with a medium effect
size (d = 0.49), meaning that the amount of interaction increased from
session 1 to session 3.
In voice-based chat, participants took 348 turns during the first and
408 during the third session (see Table 8.5), again showing a similar
pattern of increasing averages and a higher minimum and maximum
Hayo Reinders and Sorada Wattana 171
Table 8.3 Paired samples test for average number of turns via text-based chat per
student in session 3 and session 1
Lower Upper
Table 8.4 Paired samples test for average number of turns via voice-based chat
per student in session 3 and session 1
Lower Upper
Table 8.5 Number of words, and number and length of turns, in text-based chat
and voice-based chat during gameplay
Session 1 Session 3
350
Number of turns per student
307
300
250 235
200
156
150 133
100
50
0
Session 1 Session 3
Figure 8.4 Average number of words per student in text-based chat and voice-
based chat
Quality of L2 interaction
Although a large quantity of the target language was produced, L2
interaction during gameplay did not seem to pose a development
of accuracy and complexity of learners’ produced discourse, probably
due to the demands for simultaneous communication flow. However,
L2 interaction during gameplay did, indeed, encourage a variety of
discourse functions, which is summarized in Table 8.6. The oral-based
chat transcripts showed more use of greetings than did the text-based
chat transcripts (16 vs. 8 and 24 vs. 6 in sessions 1 and 3, respectively).
Hayo Reinders and Sorada Wattana 173
Table 8.6 Discourse functions of clauses in written and oral interaction during
gameplay
Session 1 Session 3
Greeting 8 16 6 24
Clarification requests 10 21 4 23
Confirmation checks 0 18 0 17
Self-corrections 17 6 18 11
Questions
• Wh-questions 22 20 23 22
• Yes/no questions 27 24 29 21
• Tag questions 0 0 0 0
Example 1
Example of voice-based chat Example of text-based chat
Hunna: Hello Momman [15:09] ManN: hi
Momman: Hello Hunna. How are you [15:11] LKAK:
today?
Hunna: I’m fine. Thank you. And [15:17] r u ok?
you?
Momman: I’m fine too. Today is last [15:19] ManN: yes
game session. I so sad.
Hunna: Why? [15:29] have u
find NPC
‘Newton’?
Momman: Because I can’t talk to you [15:30] LKAK: no
in game again. I wanna cry.
Hunna: Don’t cry now, Momman.
We should start quest or we
can’t finish.
Momman: OK
174 From Practice to Theory
Example 2
Example of voice-based chat Example of text-based chat
YEEHAAA: What’s the function [16:51:56] Number1: Why you
of mouse? not wearing
Innoker: control cursor the hat?
YEEHAAA: I don’t understand. [16:52:14] Coopy: what do you
Say it again. mean?
Example 3
Example of voice-based chat Example of text-based chat
PzMaxGate: West is lift [16:34:58] Burn Zero: find another
yes or no? NPC
BadlyAG: Eh? [16:35:02] where in NPC?
PzMaxGate: Sorry. West is [16:35:05] where is∗ NPC?
left or right? [16:35:39] Zerotz: north of town
BadlyAG: Left
Hayo Reinders and Sorada Wattana 175
Linguistic features
Learners’ linguistic features are summarized in Table 8.7. Overall, stu-
dents engaged in written interaction were found to pay more attention
to grammatical accuracy than those communicating orally via voice-
based chat during gameplay. Lexical accuracy was also found to be
generally high during written interaction (1327 in session 1 and 1611 in
session 3) although some words were misspelled deliberately in the writ-
ten interaction, as an approach to saving typing time. In voice-based
chat, participants did not have pronunciation problems with simple
words but did with long, difficult, unfamiliar ones. Finally, use of native
language words was more frequent in the oral interaction than in the
written interaction, particularly in the first session (10 vs. 6), but was
Table 8.7 Linguistic features of the learners’ language production via written
and oral communication during computer game activities
Session 1 Session 3
Grammatical accuracy
Tense (unit of analysis = clause)
• Present simple 301 203 378 233
• Present continuous 65 33 48 35
• Present perfect 2 0 7 0
• Future simple 26 11 29 13
Lexical accuracy (spelling) 1327 − 1611 −
Pronunciation − 967 − 1026
Use of native language words 6 10 1 4
176 From Practice to Theory
rare in both written and oral interaction in the last session. An example
of use of native language in voice- and text-based chat is illustrated in
Example 4.
Example 4
Example of voice-based chat Example of text-based chat
Panzil: do u know ans [15:57:31] Burn Zero: i have a problem
Funzy: about how david [15:58:03] LKAK: serious?
use computer in [15:58:13] don’t worry
free time? [15:58:21] IKAK: yeah drink!!
no [15:58:29]
my ans yoong yai krean!!!1
[15:58:31] LKAK:
laew1
Note1 : ’my ans young yai laew’ Note1 : ’Krean’ is a slang Thai word
means ‘my answer is now commonly used in an online game
confusing’ in English. community to refer to a misbehaving
gamer
Example 5
Example of text-based chat
[15:20:31]Coopy: hi Masumoto
[15:20:55]MasumoTo: hi Coopy
[15:20:55] have u started test yet dood1 ?
[15:21:31] it’s very hard
[15:21:38]Coopy: yes!!!!!!!!!!!
[15:21:57] hard 4 me 2 eiei2
[15:22:22]Number1: How many bytes are in megabyte? What’s
your ans?
[15:22:57]MasumoTo: i don’t know T_T
[15:23:00]Coopy: 555
[15:23:07] die
[15:23:14] we die!!!!!!!!!!!!!
[15:23:46] T must kill us
[15:23:49]MasumoTo: lol
I learn more vocabulary from the game and other players. Besides, I have a
chance to use a variety of new words and language functions and therefore
increase my language practice.
100.00%
90.00% 87.50%
80.00%
70.00%
60.00%
50.00% 43.75% 43.75%
40.00%
30.00%
20.00% 12.50%
10.00% 6.25% 6.25%
0.00%
Good Fair Poor
Discussion
The results above reveal some interesting findings. Firstly, the differ-
ences between voice- and text-based chat in computer games are quite
marked, as could be expected. Voice chat is generally considered difficult
and more demanding, while text chat might be preferred by learners as
it gives them more time to read others’ answers and prepare their own
(Sykes, 2005; Sykes, Oskoz & Thorne, 2009). Participants communicat-
ing using voice chat communicate less and less often, produce a greater
proportion of incomplete t-units, use fewer words and make more clarifi-
cation requests. Voice chat resulted in discourse that was, in some ways,
more similar to face-to-face communication, especially in greetings,
probably because this modality offers an environment which is real-
time in nature and creates more authentic communicative situations
for interaction. These findings support the results of other chat studies
which also reported more communication (Kern, 1995) and more for-
mal and complex discourse (Warschauer, 1996) among learners when
engaging in text chat than in voice chat and face-to-face interaction.
Similar results were also reported in Jepson (2005), which found that,
in the voice chat environment, learners were more willing to negotiate
for meaning and used significantly more repair moves than they did in
text chat.
Perhaps more interesting is the overall high number of turns for par-
ticipants. Although there was considerable variation between speakers,
generally participants communicated quite freely in this online com-
puter game, and increasingly so from session 1 to session 3. However,
language production was quite inaccurate and neither complexity nor
accuracy improved from session 1 to session 3. The most likely expla-
nation for this is that participants were unable to pay attention to both
form and meaning. At first glance, this finding seems to contradict those
made by Piirainen-Marsh and Tainio (2009); however, in their study, par-
ticipants did not converse in the game, only about the game, and were
found to repeat input derived from the game. In our study, participants
Hayo Reinders and Sorada Wattana 183
Implications
This study has a number of implications, the most obvious of which
is perhaps that commercial games can be adapted for use in L2 learn-
ing and teaching, thus removing one important barrier for teachers
who may not have the time and resources to develop their own games.
The results have also shown that students increase their interaction
when playing games, which of course is an encouraging finding. The
Hayo Reinders and Sorada Wattana 185
differences between voice- and chat-based text show that students write
more than they speak, and make fewer mistakes in writing, but that in
both oral and written interaction their participation increases; teach-
ers can thus choose one or the other modality, depending on their
educational objectives.
Interestingly, however, when students were asked about changes in
their confidence in communicating in English, they were not as positive.
It is possible that playing computer games on three occasions only was
simply not enough to help them build that confidence, but it is also
likely that participants felt safe in the confined space of the game, access
to which had been restricted from the general public. This shows that it
may be important for teachers to be careful about gradually opening up
communication and not to withdraw the perceived safety of the closed
environment immediately, and to provide ample support and feedback
when doing so.
More generally, the above shows once again the importance of
affective factors in L2 acquisition, especially the potentially nega-
tive impact of anxiety. Aoki (1999) suggests the development of a
‘psychologically secure environment’ (p. 149). Clearly, participants in
this study found such a secure environment in the computer game.
They confirmed this in their responses on the questionnaires, which
showed they felt they did not have to be embarrassed or anxious
about making mistakes within the game. Participants also felt that
playing the game and communicating in English went together and
that they were therefore less conscious of themselves. Participants
mentioned other benefits too, such as the ability to develop their
vocabulary, the fact that they had to respond quickly and therefore
became more fluent, and that they could practise English outside the
classroom.
What this study has shown, then, is that games are able to increase
student enthusiasm, lower anxiety and improve willingness to com-
municate. These are of course very valuable for supporting the L2
acquisition process, and computer games may deserve a more frequent
place in the L2 curriculum.
Note
This article is a slightly revised version of an article previously published in Digital
Culture & Education, 2011, 3(1), 4–28.
186 From Practice to Theory
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Hayo Reinders and Sorada Wattana 187
Theoretical background
189
190 From Practice to Theory
The main results, illustrated in Table 9.1, indicated that CLIL students
acquired a larger English vocabulary than their non-CLIL peers (p < .01).
However, the data also showed that the CLIL students had a signifi-
cantly larger English vocabulary already from the start (p < .01). Male
students in both the CLIL and the non-CLIL groups outperformed their
female peers in all test rounds, but the gender gap in the CLIL group
decreased throughout the study. In the third test it was shown that CLIL
had a certain impact on students’ vocabulary. However, the factor that
proved to have the statistically most central impact was the reading of
English texts outside of school (p < .01). One explanation for the gen-
der differences in the result was found here: 59 per cent of the males
read outside of school whereas only 36 per cent of the females did so.
Interestingly, CLIL seemed to spark a higher interest in reading English
texts; at the outset of the study 54 per cent of the CLIL students said
that they engaged in such activities outside of school and at the end
of the study that figure had increased to 60 per cent. The impact of
out-of-school L2 input raised several further questions (Sylvén, 2004,
p. 220): Are all types of text, including non-fiction books, magazines,
and websites, conducive to vocabulary learning? Are some more bene-
ficial than others? What types of texts do students read? Questions like
these led to the development of the language diary (Sylvén, 2005, 2006,
2007), which was implemented in Sundqvist (2009), the second study
of relevance to this chapter.
In this chapter, we focus on the results for the students in grade 5 only
(N = 102; 48 boys, 54 girls). Similar to Sundqvist (2009), we used a ques-
tionnaire and a language diary to measure extramural English, but no
interviews were conducted in this study. The general purpose of the pilot
was to try out our assessment methods and the design of the study in
preparation for a future longitudinal study.
The language diary covered one week and included the same seven
extramural activities (plus an open final category) as Sundqvist (2009),
but its design was adapted to suit the age group. To measure the stu-
dents’ learning outcomes, results from the national test of English
and a vocabulary test were used. The national test consists of interac-
tion/speaking, listening comprehension, reading comprehension, and
writing components. We looked at reading comprehension scores
(pass ≥ 11; max = 31) as well as pass-fail rates for the other components.
We designed the vocabulary test ourselves using test items from the
levels tests available at the Compleat Lexical Tutor homepage (http://
www.lextutor.ca/). The test included three parts:
In the following we report on the results from the language diary and
the questionnaire. After that, we give the results of the examination of
extramural English in relation to learning outcomes.
All participating students had a computer at home and access to
the Internet. The language diary revealed that the fifth graders spent
on average 9.4 hours/week on extramural English activities, in total
(see Table 9.2). Playing computer games was the most popular activity.
We would like to emphasize that individual variation was large. In terms
of the total amount of time spent on extramural English activities, some
students reported none, whereas others reported up to 40 hours. In the
latter cases it is very likely that students engage in two activities concur-
rently (such as listening to music while using the Internet). With regard
to gaming, the highest reported value was 22.7 hours.
When we analyzed language diary data by gender, we found that the
boys spent more hours per week (10.6) than the girls (8.4) on extramural
English activities, but this difference was non-significant. For each of the
various activities, both the boys’ and the girls’ values were fairly similar,
but there was one exception: playing computer games. The boys played
4.4 hours per week on average, which can be compared with 1.1 for the
Pia Sundqvist and Liss Kerstin Sylvén 199
N 26 37 63 26 37 63
Extramural .494∗ .562∗∗ .514∗∗ .480∗ .562∗∗ .499∗∗
English
that the number of Group Fail students was so small, the identified dif-
ferences for playing computer games and using the Internet were almost
statistically significant at the .05 level. As for the scores on the vocab-
ulary test, the sample mean was 19 points (out of 37). Boys had a
significantly higher mean score (21) than the girls (17) (p < .05).
Then we examined the relationship between the total amount of
extramural English and learning outcomes with the help of correlation
analysis (Spearman). It was possible to correlate extramural English with
two parts of the test, namely with listening and reading comprehen-
sion.4 The analyses revealed that the total amount of extramural English
correlated significantly, positively, and strongly, with both listening and
reading (see Table 9.3). When the same types of analyses were performed
for gender, the correlations for the girls were slightly stronger for both
listening and reading (see Table 9.3).
Correlation analysis was also used to examine the relationship
between extramural English and the learners’ scores on the vocabulary
test. At sample level, there was a positive (r s = .256) but non-significant
correlation between the vocabulary score and the total amount of
extramural English. For two parts of the test, (1) Recognition and (3) Pro-
duction, the positive correlations with extramural English were indeed
statistically significant (r s = .662, p < .05, and r s = .310, p < .05,
respectively).
Discussion
Gender differences
When we compared the results from the three studies, we discovered
a pattern of gender differences. First, despite the fact that girls in gen-
eral do better in languages than boys (Björnsson, 2005; R. Ellis, 1994;
Klapp Lekholm, 2008), in our three studies, the boys outperformed
202 From Practice to Theory
the girls in terms of vocabulary – ‘the bedrock of L2’ (N. Ellis, 1994,
p. 11). Second, the boys spent more time on extramural English than
the girls, particularly on gaming. If we accept that involvement in
extramural English influences learner language in a positive way, the
boys’ extramural English habits have a key function in their L2 acqui-
sition. It seems very likely that, had the boys not taken advantage of
the various opportunities for engaging in extramural English activities
the way they did, they would have been worse off, both overall and
with regard to their L2 vocabulary. On the other hand, had the girls
chosen to engage in the same extramural activities as the boys – and
to the same extent – it seems very likely that they would have stayed
ahead of the boys also in terms of vocabulary. A third gender difference
relates to the type of game boys and girls favored. At all three levels,
the boys were more interested in role-playing games that involved more
than one player (e.g., WoW), whereas the girls preferred The Sims (in
both fifth and ninth grade). Since MMORPGs such as WoW are cogni-
tively and linguistically more demanding than The Sims, we argue that
the boys’ favored type of gaming is more beneficial for L2 acquisition
than the girls’.
Pedagogical implications
Considering the findings presented in this chapter, it is evident that
extramural English must be acknowledged as an important factor in L2
acquisition and, consequently, it has pedagogical implications that need
to be addressed. First of all, today L2 learners enter the English classroom
with varying experiences of extramural English. For some, the use of
English outside of school is so common that English is indeed perceived
as a second language (Viberg, 2000), whereas for others, it is literally a
foreign language. With such discrepancy between learners, knowledge
polarization within the walls of single classrooms becomes a huge chal-
lenge for the teachers. Unless teachers manage to bridge the gap between
classroom English and extramural English, this polarization is likely to
increase. However, by becoming aware of, and acknowledging, learn-
ers’ extramural English habits (for example by introducing language
diaries or similar tasks), teachers may pre-empt this. When teachers
know more about their learners’ extramural English activities, this facil-
itates individualized teaching (and learning) and makes it easier to meet
the needs of all learners: low, intermediate, and high achievers. Thus, a
crucial pedagogical implication would be to start discussing extramural
English intramurally, so to speak. Such discussions would most likely
increase intrinsic motivation and promote learner autonomy. Learn-
ers’ own experiences and interests are always a good starting point in
teaching.
A potential problem might be that teachers are unfamiliar with some
of the extramural English activities that their students engage in, for
example, gaming, and therefore perhaps fear addressing the topic alto-
gether. Another might be that they feel that extramural English conflicts
with an increasingly standards-driven schooling system (Halverson,
2005). Slightly more controversial is the idea that incorporating stu-
dents’ experiences from outside of school is difficult mainly because
current school organization focuses more on social control than on
learning (Squire, 2005). However, based on data and experience from
204 From Practice to Theory
Conclusion
Based on the results presented in this chapter, and provided that learn-
ers play MMORPGs, it is possible to conclude that gaming is related
to L2 vocabulary acquisition. Just as was concluded regarding EverQuest
2 (Rankin et al., 2006a), a game such as WoW supplies an authen-
tic environment for learning where learners can practice, develop, and
test their interactive skills. WoW functions as an informal arena for an
immersive L2 experience. We hypothesize that not only WoW but all
similar MMORPGs help learners automatize L2 use, in particular since
language is such an important and integral part of such games. How-
ever, there appears to be a linguistic as well as a gender-related threshold
for participation in MMORPGs. Our results indicate that weak learners
are not involved in gaming at all. This is something that needs to be
addressed in further studies. In addition, our results also suggest gaming
as a possible gateway to language learning. For instance, the role of
MMORPGs in relation to offline, single-player games is a matter which
needs to be explored from the perspective of L2 acquisition. Our results
show that the boys, who predominantly played MMORPGs, performed
better than the girls, who predominantly played offline, single-player
games. At the same time the boys spent considerably more time overall
on playing. Thus, more research is needed on the relationship between
L2 acquisition on the one hand and gaming on the other, taking into
consideration the amount of time played as well as the types of games played.
Summing up, what a learner learns in the autonomous, self-regulated
context of gaming seems to be transferred into useful knowledge and
proficiency in the language classroom and lead to improved learning
outcomes. That there is relationship between gaming and L2 learning
seems indisputable.
Acknowledgments
Notes
1. To us, ‘L2 acquisition’ includes foreign language learning/acquisition as well
as second (third, fourth) language acquisition; that is, any language learned
after one’s mother tongue (Ellis & Barkhuizen, 2005, p. 3).
2. Description on the World Wide Web at http://en.wikipedia.org/wiki/Online_
computer_game. Accessed 28 December 2010.
3. The ‘Affinity Group Principle’ holds, at least for MMOs.
4. At the time of writing this chapter, such data were available for three of the
six classes in grade 5.
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10
Collocation Games
from a Language Corpus
Shaoqun Wu, Margaret Franken and Ian H. Witten
Introduction
209
210 From Practice to Theory
with their frequencies. The system making use of this corpus provides
for the automatic generation of games at the instigation of the teacher,
who may choose to set particular parameters such as type of colloca-
tion. In such a way, the games can be controlled by the teacher both in
terms of form and level of difficulty or complexity. Using such an exten-
sive and relatively contemporary corpus to generate a seemingly endless
supply of new language items means that learners can be exposed to
a wealth of different language forms. One of the other affordances of
language games based on large language corpora is the randomness of
items that come into ‘play’. Smed and Hakonen (2003) see this random-
ness as a hypothetical opponent. They say, ‘The opponent (which can
include unpredictable humans and unpredictable random processes)
obstructs the players from achieving the goal. Because players do not
have a comprehensive knowledge on the opponent, they cannot deter-
mine precisely the opponent’s effect on the game’ (Smed & Hakonen,
2003, p. 2).
Collocation Dominoes
bank cheque – cheque book – book club – club sandwich – sandwich board –
board room . . .
Beginning with an initial seed word (in this case bank), players come
up with the remaining words in succession, each word pair forming a
collocation. The game can be open or closed: in the closed version words
are chosen from a fixed list; in the open version, which is much more
difficult to play, they are freely chosen.
Shaoqun Wu, Margaret Franken and Ian H. Witten 213
Figure 10.1 illustrates a game created using our system from the start-
ing word turn, using dominoes of the form noun + of + noun. This screen
is what players see when the game begins. The list of available words is
given at the top of the panel. Players move a word into the appropri-
ate box, whereupon the adjacent box is also updated to contain the
same word. The last word (person in this case) as well as the first (turn) is
given; players can work forwards from the beginning or backwards from
the end.
Moves can be undone by clicking the word in the domino, where-
upon it is erased and reappears in the list of words at the top. When the
‘Check Answer’ button is clicked, incorrectly formed collocations revert
to empty boxes and their contents reappear in the list of words.
English word classes are highly flexible as many verbs can be used
as nouns, and nouns can be used as adjectives. Many learners, even
advanced ones, can feel challenged when attempting to use noun +
noun combinations accurately, given this conflation of form and func-
tion. Collocation Dominoes can help them gain fluency in using these
collocations. However, different syntactic patterns can be specified for
the game. The designer (usually the teacher) selects a syntactic pat-
tern for the collocation type, chooses a starting word and the num-
ber of dominoes, and determines whether the game is to be open
or closed.
This type of game relies on the capacity of a system that has a large
repertoire of collocations in order to determine a suitable list of words
in the closed version, and to check the player’s answer in either version.
214 From Practice to Theory
Collocation Matching
(in this case, quantification) can help learners practise particular groups
of collocations, which adds extra value to this activity.
Common Alternatives
it reinforces the notion that some collocations are ‘stronger’ and more
widely used than others.
Related Words
The Related Words game picks several related words and a number of
their associated collocations, removes the related words, and shuffles
the remaining text. For example:
pay make
_____the bill, _____ efforts, _____the debt, ____a difference
Learners are asked to choose the correct word to complete each colloca-
tion (here pay the bill, make efforts, pay the debt and make a difference).
Figure 10.4 depicts a game for the pair speak and tell, which are shown
at the top. The main panel shows a list of collocations with related words
replaced by blanks. Players drag a word and drop it onto a line below
to complete the collocation. The numbers following the words indicate
how many occurrences there are, and decrease whenever the word is
used. Moves can be undone by clicking the collocation text. When the
‘Check Answer’ button is clicked, incorrect collocations revert to their
original state.
Learners are often confused by frequent words which have a wide
range and often overlap in meaning, and find it difficult to understand
their differences just by looking them up in dictionaries. This activity
works well with these types of words and, like the Common Alternatives
Collocation Guessing
For the Collocation Guessing game, the teacher chooses a target word
and a number of associated collocations. The target word is removed
and the associated collocations are revealed one by one; players must
guess the target word as quickly as possible. For example, given this
list – plain, dark, white, bitter, milk, bar of – learners guess the word that
collocates with all of them. (The answer is obvious to chocolate lovers!).
This game, like Common Alternatives, helps learners to see the range of
items that potentially can collocate with a particular word.
The interface, shown in Figure 10.5, mimics the well-known puzzle
game of Tetris, which has been called the ‘greatest game of all time’
(100 million copies have been sold for cell phones alone). ‘Bricks’ that
show a collocation where the target word is missing appear in the main
panel on the left. They drop down one by one from the top of the panel,
and as soon as one reaches the bottom, the next one launches. Players
type guess after guess, and the game ends when the correct word is given
or the collocations run out. Bonus points are awarded according to the
number of collocations that have been shown. Players can restart the
current game or move on to another one at any time. The slider adjusts
the speed at which the bricks drop.
To create a set of games, the teacher provides some target words. This
allows for topic-related exercises. Alternatively, exercises can focus on a
particular collocation type or a range of types. Taking the word make as
an example: if verb + noun were chosen, the collocations might be make
money, make use of, make every effort. If all collocation types were used,
they might be make sure, make up, actually make, make money. Both are
good ways to enrich collocation knowledge.
wordlist parameter is set to 1000, words are randomly picked from the
most frequent 1000 nouns extracted from all noun + noun collocations.
The number of collocations determines the size of a game. In Collo-
cation Guessing, the more collocations there are, the easier the game,
because learners are able to see more hints. For the other games, bal-
ance is necessary to avoid learners from being overwhelmed by, and
unable to adequately pay attention to and process, the language items
presented.
The final parameters control the actual selection of collocations. How
can games be created that use the best group of collocations, and also
allow learners to practice a variety of collocations associated with a par-
ticular word? Most words, particularly common ones such as take, make,
cause, have many collocations, and they can be grouped together by fre-
quency. The top one or two collocations are normally at least twice as
frequent as the others; a second group with various numbers of colloca-
tions follows, and so on. It is crucial that learners study collocations in
the first group, and they should also study the second or third groups
in order to expand their collocation knowledge. Our system selects the
n best collocations for a word and randomly picks one for each game,
so that learners can practice different groups of collocations by clicking
the ‘New Game’ button. The value of n (default 5) is specified by the
teacher and should be adjusted according to the frequency of usage of a
particular word and the language ability of students. A general rule is to
use a high value for common words or more advanced students.
In the Collocation Matching and Related Words games, learners
match or differentiate collocations of two or more words. Of course,
different words may share the same group of collocates, such as speak
the truth and tell the truth. In this case our system chooses the strongest
collocate, tell the truth, which is more frequent than speak the truth.
Since collocations are picked randomly, learners still have the chance
to practise speak the truth when another collocation is chosen for tell.
Games are designed using a standard interface that varies slightly from
one game to another depending on the parameters that can be manipu-
lated. We use Collocation Guessing below in Figure 10.6 as an example
of the interface. Here a teacher is creating a game that asks students
to differentiate between the words make and take. She specifies two or
more target words by entering them in the input box near the top (make
and take in this case), or uses randomly generated words by choosing
a wordlist and the number of words to generate. Then she specifies
the desired collocation type (here, verb + noun), which collocation con-
stituent to practise (here the first word, i.e. the verb), the number of
220 From Practice to Theory
Some researchers have made use of Google for language activities (see
for instance, Guo & Zhang, 2007; Shei, 2008). The fact that this is an
emerging area of activity is evidenced by the recently coined neologism
GALL, for Google Assisted Language Learning (Chinnery, 2008; Shei,
2008). However, as discussed in Wu, Franken and Witten (2009), there
Shaoqun Wu, Margaret Franken and Ian H. Witten 221
are serious limitations to using Google and the live web. For one, ‘search
engine companies do not support the use of their services through sec-
ondary interfaces’ (Wu, Franken, & Witten, 2009, p. 253). One logical
response to constraints is to use the Google n-gram collection. It is an
extensive resource with the potential for teachers to build a seemingly
inexhaustible supply of games for their learners. However, exploitation
of this resource to date is limited, perhaps largely because people are
unaware of its existence, and maybe also because of the complexity of
building the system (FLAX) which mediates it – something we were able
to do as part of a doctoral project (Wu, 2010), and also because of our
access to Greenstone digital library software.1
Essentially the process involved assigning part-of-speech tags to the
five-grams, matching tagged five-grams against syntactic patterns, dis-
carding ‘dirty’ collocations, and ranking collocations by frequency. The
OpenNLP tagger2 was used to assign part-of-speech tags to five-grams
and the tagged five-grams were compared with a chosen set of ten syn-
tactic patterns or collocation types. The first six patterns were adopted
from the work of Benson, Benson and Ilson (1986). The other four cate-
gories, noun + noun, adverb + verb, verb + to + verb and verb + adjective,
were used because of their presence in the Oxford Collocation Dictionary
for Students of English. Those collocations that matched the patterns
were extracted as candidate collocations. The next step was to ‘clean’
the collocations. Like the web itself, the five-grams are messy. They
include many non-word character strings, website names and gram-
matical errors. Unfortunately, it is virtually impossible to eliminate all
errors. However, we used the British National Corpus wordlist to remove
non-words and website names, and we located and discarded unconven-
tional single-character words (other than the article a or pronoun I) such
as time t, p values and m sections, or repeated words. Finally, the surviv-
ing collocations were ranked by frequency. Further details of the way in
which we ‘cleaned’ and refined the corpus for use are detailed in Wu,
Franken and Witten (2009).
The total number of collocations, and the number of words within
each type of structure that remained after the process described above
was carried out, is shown in Table 10.1.
Evaluating collocations
Table 10.1 The ten collocation types with examples and frequencies
verb + noun(s) includes: verb + noun + noun make appointments, cause liver 8, 700, 000 54, 000
verb + adjective + noun(s) damage, take annual leave, result
verb + preposition + noun(s) in dismissal
verb + adverb apologize publicly 200, 000 11, 000
noun + noun a clock radio 4, 200, 000 53, 000
noun + verb includes: noun + verb with present tense
noun + be + present participle the time comes, the time is running 1, 200, 000 34, 000
noun + be + past participle out, the time is spent on
noun + of + noun a bar of chocolate 7, 800, 000 40, 000
adjective + noun adjective + noun + noun
includes: adjective + adjective + noun(s) a little girl, a solar energy system, a 6, 300, 000 56, 000
beautiful sunny day
verb + adjective
includes: verb (incl. phrasal) + adjective make available, take up more, take 91, 000 9, 800
verb + noun + adjective it easy
verb + to + verb cease to amaze 440, 000 11, 000
adverb + verb beautifully written 500, 000 13, 000
adverb + adjective seriously addicted 200, 000 10, 000
Shaoqun Wu, Margaret Franken and Ian H. Witten 223
Table 10.2 Number of collocations extracted from the Oxford Collocation Dictio-
nary for Students of English
because the other types contain non-consecutive words; and they are
variable in length and form.
For each of the three collocation types, test data were extracted and
organized by headword. Table 10.3 gives the size of the two data sets
(headwords are in bold). The largest group, adjective + noun, covers
4,234,318 FLAX collocations with 870 per headword, which is almost 66
times larger than the 62,919 OCDSE collocations with 13 per headword.
The data show that the FLAX collocation corpus contains many more
potential collocations for games than the Oxford Collocation Dictionary
for Students of English
For this evaluation all of the ten types were extracted from the BNC.
Table 10.4 shows the total number of collocations, the number of
headwords and the average number of collocations for each headword
of each collocation type. For each collocation type, the headword
(in bold) is somewhat arbitrarily selected to give some idea of how many
collocations there are for a particular word.
As the table shows, 2–9 times more collocations were extracted from
the FLAX collocations than from the BNC, and the number of col-
locations available for a particular headword increases accordingly.
The top three types have more than ten million examples, contain-
ing 50,000–80,000 headwords. Even the smallest, verb + to + verb,
contains 170,000 collocations. The most frequent web collocation is
constitutes acceptance of (95,000,000 times), while the most frequent
one in the BNC is last year. The 767 FLAX collocations demonstrate
great diversity in the language patterns they represent. For example,
there are 285 variants of cause problems, including cause serious prob-
lems, cause major problems and cause unpredictable problems. The BNC
Table 10.4 Collocation types with statistical data from two corpora
contains only 56, half of which occur only once. Table 10.5 gives five
more examples.
As a final example, we include results from the Compleat
Concordancer.3 Table 10.6 shows the top ten cause + noun(s) colloca-
tions from three resources: the collocation database, the BNC and the
Compleat Concordancer.
Shaoqun Wu, Margaret Franken and Ian H. Witten 227
The first contains 36,000 collocations, the second 2360 (of which
84 per cent occur once and 8 per cent twice), and the third 54, most
of which appear just once. Interestingly, cause problems is the most fre-
quent entry in all three cases. Upon further examination, it seems that
cause is used mostly in a negative sense and associated with problems,
damage, death, and so on.
The results of the evaluations comparing the number and type of
collocations from different sources underscore the massive and diverse
nature of the FLAX collocations. While the sheer volume of examples
could present a challenge for less-proficient learners, we believe it is
valuable for advanced learners who wish to expand their range of collo-
cation phrases for expressing propositions in precise and authentic ways.
Conclusion
Notes
1. http://www.greenstone.org/
2. http://opennlp.sourceforge.net/
3. http://www.lextutor.ca/
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Index
230
Index 231
self-corrections, 173, 174 task-based learning, 18, 21, 22, 23, 24,
self-explanation, 119, 120, 121, 123, 25, 26
124, 125, 126, 127, 128, 129, 130, teacher’s role, 95, 96, 98, 99, 100, 101,
131, 133 102, 104, 108
serious games, 11, 12, 19, 116, 117, technoromanticism, 13
118, 133 testing, 14, 21
simplified registers, 176 The Sims, 17, 24, 190, 191, 197, 199,
simulation games, 37 202
situational influences, 160–1 training game, 139, 143–7
skill (acquisition), 115, 116, 117, 131, transfer, 192, 204, 206
139–42, 147, 150–1
social interaction, 17, 20, 191, 207 user-generated content, 14
social media, 14
social networking games, 38
social skills, 156 vernacular games, 32
sociocognitive learning, 26, 36 vocabulary learning, 101, 104
sociocultural, sociocultural theory, voice communication software, 165
157, 184, 191, 207
sprite, 140–2 Web 2.0, 18
strategies, 115, 119, 120, 121, 123, willingness to communicate
124, 131, 133 (WTC), 156, 160–2, 169, 177–8,
synthetic immersive environments, 42 180–5
World of Warcraft and WoW, 18, 189,
Tactical Iraqi, 56, 57, 58, 64 190, 191, 197, 199, 202, 204,
target language (TL), 191, 192, 193 205, 206