View Content #24898
Contentid | 24898 |
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Content Type | 3 |
Title | Gaming and Learner-Directed Language Learning |
Body | By Lindsay Marean, CASLS InterCom Editor, and Stephanie Knight, CASLS Assistant Director All too often, formal instruction is driven by the desires and frameworks of an external source in a relative position of power to the learners themselves. This tendency yields a situation in which each learner’s wants, needs, and abilities to create unique and diverse situated meanings that are derived from their personal contexts and experiences are undervalued or even ignored. Gameplay in formal and extramural contexts provides a unique answer to this situation, as the case study of Edmond below will illuminate. Edmond, a Mainland Chinese student at an English-medium school in Hong Kong, wanted to play sports with the international students in his residence hall, but he wasn’t confident about his accent and conversation strategies. A friend recommended that he play sports video games to learn language specific to playing basketball. During play, he often paused the game to write down key phrases and repeat them. The above case study, from Chik’s 2014 study on digital gaming and language learning in East Asia, exemplifies several key aspects of learner-directed language learning that can happen through game play.
Essential to all of these benefits, learners choose whether to play, what to play, how to play (their goals in the game), and with whom and how much. Next time a student wonders how he or she can improve proficiency outside of class, consider recommending game play in the target language, or seeking out target language forums about a game he or she already plays. References: Chik, A. (2014). Digital gaming and language learning: Autonomy and community. Language Learning & Technology, 18(2), 85-100. Shapiro, J. (2018). Digital play for global citizens. New York: The Joan Ganz Cooney Center at Sesame Workshop. Retrieved from http://joanganzcooneycenter.org/wp-content/uploads/2018/03/jgcc_digitalplayforglobalcitizens.pdf. Sykes, J., Oskoz, A., & Thorne, S. L. (2008). Web 2.0, synthetic immersive environments, and mobile resources for language education. CALICO Journal, 25(3), 528-546. Thorne, S. L. & Black, R. W. (2007). New media literacies, online gaming, and language education. (CALPER Working Paper Series, No. 8). The Pennsylvania State University: Center for Advanced Language Proficiency Education and Research. Thorne, S. L., Black, R. W., & Sykes, J. (2009). Second language use, socialization, and learning in Internet communities and online games. Modern Language Journal, 93, 802–821. |
Source | CASLS Topic of the Week |
Inputdate | 2018-04-05 10:43:15 |
Lastmodifieddate | 2018-04-23 11:19:09 |
Expdate | Not set |
Publishdate | 2018-04-23 02:15:01 |
Displaydate | 2018-04-23 00:00:00 |
Active | 1 |
Emailed | 1 |
Isarchived | 0 |