Professional Documents
Culture Documents
Chik 2013
Chik 2013
curriculum.
THE AUTHOR
Christoph A. Hafner is an assistant professor in the Department of English, City
University of Hong Kong. His research interests include specialized discourse, digi-
tal literacies, and educational technology. He is co-author of Understanding Digital
Literacies: A Practical Introduction published by Routledge in 2012.
REFERENCES
Burbules, N. C. (1998). Rhetorics of the Web: Hyperreading and critical literacy.
In I. Snyder (Ed.), Page to screen: Taking literacy into the electronic era (pp. 102–
122). London, England: Routledge.
Godwin-Jones, R. (2012). Digital video revisited: Storytelling, conferencing, remix-
ing. Language Learning and Technology, 16(1), 1–9.
Hafner, C. A., & Miller, L. (2011). Fostering learner autonomy in English for
science: A collaborative digital video project in a technological learning envi-
ronment. Language Learning and Technology, 15(3), 68–86.
Hafner, C. A., Miller, L., & Ng, C. K. F. (2013). A tale of two genres: Narrative
structure in students’ scientific writing. In M. Gotti, & C. Sancho Guinda
(Eds.), Narratives in academic and professional genres (pp. 235–256). Bern, Switzer-
land: Peter Lang.
Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York,
NY: New York University Press.
Jones, R. H., & Hafner, C. A. (2012). Understanding digital literacies: A practical intro-
duction. London, England: Routledge.
Lessig, L. (2008). Remix: Making art and commerce thrive in the hybrid economy. New
York, NY: Penguin.
Manovich, L. (2007). What comes after remix? Unpublished manuscript. Retrieved
from http://manovich.net/DOCS/remix_2007_2.doc
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
doi:10.1108/10748120110424816
doi: 10.1002/tesq.133
& Since the adoption of computers for language learning in the 1950s,
the concept of computer-assisted language learning (CALL) has come
SYMPOSIUM 835
learning the language. Digital literacies with naturalistic CALL then
imply the active organization and management of digital practices for
pleasure and learning. One type of digital practice that will be of
particular interest is digital gaming. Digital game playing is one of the
fastest growing global entertainment industries, and since the intro-
duction of early home arcade games in the early 1970s educators have
experimented with pedagogical applications of commercial games and
the designing of educational games. The recent work on digital gam-
ing and SFL learning has highlighted diverse SFL learning affordances
(see Cornillie, Thorne, & Desmet, 2012; Reinders, 2012; Sykes &
Reinhardt, 2013). The rising popularity of digital games globally also
points to three domains for SFL learning: online gaming interaction,
in-game text consumption, and game-related text production.
First, gamers from different linguistic backgrounds play together in
many of the massively multiplayer online role-playing game
(MMORPGs) gameworlds, one such example being the enormously
popular World of Warcraft. MMORPGs provide gamers with globalized
gameworlds which offer opportunities for in-game interaction; for
instance, Japanese, Ukrainian, Finnish, and American players can all
join the same guild on the same server in World of Warcraft to battle
another guild comprised of global players. In these globalized game-
worlds, English is the de facto gaming language. Thorne’s (2008)
study analyzed World of Warcraft in-game chat between an American
and Ukrainian player, in which the interaction happened in Russian,
Latin, and English, and SFL use was often the social action required
for gameplay in multilingual online gameworlds. In formal learning
contexts, Peterson (2011) found that an online gameworld created a
supportive context for continuous interaction between Japanese and
American players. Similar collaborative efforts were found between
Chinese and American teenage gaming partners co-questing in the
virtual Quest Atlantis gameworld, and both parties negotiated meaning
and co-constructed intercultural understanding through English in
order to complete the quests (Zheng, Young, Wagner, & Brewer,
2009). These studies illustrate the way that SFL gamers used English
first to achieve gaming goals, as well as the way that SFL learning
happened in gamers’ interactions.
Second, in-game texts are among the most popular reading materi-
als by young people (Williamson, 2009). Many of the most popular
commercial off-the-shelf (COTS) games are developed and published
by American and Japanese game developers, and frequently these
COTS games are only released as monolingual versions in English or
Japanese. While Grand Theft Auto IV is available in German, in-game
dialogues in L.A. Noire are delivered in English with German subtitles.
This essentially means many SFL learners are playing English-language
CONCLUSIONS
SYMPOSIUM 837
digital gaming usually takes place in informal leisure contexts, one of
the biggest challenges for TESOL educators is to understand SFL ga-
mers and gaming, and the potentials for integrating SFL gaming into
formal learning contexts. Perhaps some of the most interesting devel-
opments in CALL in the next years will centre on the roles of digital
gaming and the development of second language digital literacies.
THE AUTHOR
REFERENCES
Bax, S. (2003). CALL—Past, present and future. System, 31, 13–28. doi:10.1016/
S0346-251X(02)00071-4
Beatty, K. (2010). Teaching and researching computer-assisted language learning (2nd
ed.). Harlow, England: Longman.
Chapelle, C. A. (2010). The spread of computer-assisted language learning. Lan-
guage Teaching, 43(1), 66–74. doi:10.1017/S0261444809005850
Chik, A. (2011). Learner autonomy development through digital gameplay. Journal
of Digital Culture and Education, 3(1), 30–45.
Chik, A. (2012). Digital gameplay for autonomous foreign language learning:
Gamers’ and language teachers’ perspectives. In H. Reinders (Ed.), Digital
games in language learning and teaching (pp. 95–114). London, England: Palgrave
Macmillan.
Cornillie, F., Thorne, S. L., & Desmet, P. (2012). ReCALL special issue: Digital
games for language learning: Challenges and opportunities. ReCALL, 24, 243–
256. doi:10.1017/S0958344012000134
Egbert, J. (2005). CALL essentials: Principles and practice in CALL classrooms. Alexan-
dria, VA: TESOL.
Levy, M. (1997). Computer-assisted language learning: Context and conceptualization.
Oxford, England: Oxford University Press.
Peterson, M. (2011). Digital gaming and second language development: Japanese
learners’ interactions in a MMORPG. Journal of Digital Culture and Education,
3(1), 56–73.
Piirainen-Marsh, A., & Tainio, L. (2009). Other-repetition as a resource for partici-
pation in the activity of playing a video game. The Modern Language Journal, 93,
153–169. doi:10.1111/j.1540-4781.2009.00853.x
Reinders, H. (Ed.). (2012). Digital games in language learning and teaching. London,
England: Palgrave Macmillan.
Sykes, J. M., & Reinhardt, J. (2013). Language at play: Digital games in second and
foreign language teaching and learning. Boston, MA: Pearson Education.
Learner Autonomy
PHIL BENSON
Hong Kong Institute of Education
New Territories, Hong Kong SAR, China
doi: 10.1002/tesq.134
& Since entering the field of TESOL in the 1970s, the theory and
practice of autonomy has evolved considerably in response to chang-
ing landscapes of language learning and use. One of the most impor-
tant changes over this period has been the rapid development and
widespread adoption of tools for digital literacies. Whereas an insignifi-
cant minority of English language learners around the world were
digitally literate in the 1970s, they are now, perhaps, in the majority.
Here I want to argue for greater synergy between research on digital
literacies and research on autonomy in language learning. On the one
hand, there may be a need to reconceptualize our understanding of
prevalent modes of autonomous language learning in view of what we
know about digital literacies. On the other, the concept of autono-
mous language learning may have something to contribute to research
on digital literacies, which has to date paid little attention to issues of
translingual communication.
First, let me clarify the key terms in this discussion. Autonomy refers
here to a capacity to control important aspects of one’s language
learning (Benson, 2011, p. 58; Holec, 1981). This conception of
SYMPOSIUM 839