Amusing Minds for Joyful Learning through E-Gaming

2011 ◽  
pp. 1280-1297
Author(s):  
Zhuo Li ◽  
Feng Liu ◽  
Jeff Boyer

The purpose of this chapter is to investigate the present use of e-gaming in language acquisition along with its potential and challenges. We review the use of traditional, non-electronic games for language acquisition, provide a brief introduction of computer-assisted language learning (CALL), and examine the use of electronic games in language learning. Although there is limited research on the use of electronic games in language acquisition, potential exists for the integration of electronic games in language classrooms. In addition, more in-depth research is still needed in this field. For classroom practice, we provide a resource of online e-games for practitioners.

Author(s):  
Zhuo Li ◽  
Feng Liu ◽  
Jeff Boyer

The purpose of this chapter is to investigate the present use of e-gaming in language acquisition along with its potential and challenges. We review the use of traditional, non-electronic games for language acquisition, provide a brief introduction of computer-assisted language learning (CALL), and examine the use of electronic games in language learning. Although there is limited research on the use of electronic games in language acquisition, potential exists for the integration of electronic games in language classrooms. In addition, more in-depth research is still needed in this field. For classroom practice, we provide a resource of online e-games for practitioners.


2014 ◽  
pp. 689-707
Author(s):  
Ya-Chun Shih

Researchers and practitioners endeavoring to incorporate Second Life® (SL) and Web 2.0 into language classrooms promise greater practical value from computer-assisted language learning (CALL). This chapter provides an innovative approach to blog writing, exploring SL as an immersive experience that stimulates follow-up description, imagination, and writing creativity. Drawing on experiences in 2009 and 2010 in linking SL and Web 2.0 applications to inspire the writing of EFL (English as a Foreign Language) graduate students, this chapter describes the characteristics of descriptive writing and presents the process of learning and writing of these students in cooperation with their peers in order to discover within themselves the motivation to be creative writers.


Author(s):  
Ya-Chun Shih

Researchers and practitioners endeavoring to incorporate Second Life® (SL) and Web 2.0 into language classrooms promise greater practical value from computer-assisted language learning (CALL). This chapter provides an innovative approach to blog writing, exploring SL as an immersive experience that stimulates follow-up description, imagination, and writing creativity. Drawing on experiences in 2009 and 2010 in linking SL and Web 2.0 applications to inspire the writing of EFL (English as a Foreign Language) graduate students, this chapter describes the characteristics of descriptive writing and presents the process of learning and writing of these students in cooperation with their peers in order to discover within themselves the motivation to be creative writers.


ReCALL ◽  
2005 ◽  
Vol 17 (2) ◽  
pp. 245-253
Author(s):  
JANE L. HANSON ◽  
SVETLANA DEMBOVSKAYA ◽  
SOOJUNG LEE

The inspiration for our project arose from a perceived gap between research in foreign/second language learning and classroom practice. In order to address this issue, we created a web site containing summaries of seminal articles in the area of CALL – computer assisted language learning. The summaries are useful for many teachers who do not have time to read full text journal articles and understand the statistical terms, but would like to take advantage of the research findings. Researchers will receive feedback from teachers in the form of comments, which may give insight for further research. Other features of the website are: a database of teachers' comments and demographic information, keyword search, index, glossary, chronological and alphabetical bibliography, links to research archives and sites assisting with statistical terminology and design of experiments.


ReCALL ◽  
2004 ◽  
Vol 16 (1) ◽  
pp. 124-144 ◽  
Author(s):  
CHRISTINE LEAHY

This article draws on second language theory, particularly output theory as defined by Swain (1995), in order to conceptualise observations made in a computer-assisted language learning setting. It investigates second language output and learner behaviour within an electronic role-play setting, based on a subject-specific problem solving task and the Internet as source of primary information. Students were given a task which includes the collaborative development of a marketing strategy for a chosen product. Data collected consists of the following corpora: emails exchanged between groups, the recorded discussions between each group’s members while engaged in the problem solving activity, oral presentation of the groups’ results as well as the individually written summaries. One area of particular interest is the analysis of the oral L2 output while solving a computer-assisted language learning task. How can the oral interaction be characterised? What kind of conclusions regarding the use of CALL can be drawn from the comparison of the oral interaction and the written output? Another area of interest is the analysis of the written L2 output. Is there evidence of second language acquisition and/or acquisition of content? Can such a CALL setting promote second language acquisition (SLA) and/or acquisition of content? Finally, the study aims to identify whether student-initiated focus on language form can be found. The article answers the questions posed above. Furthermore, the results of this study show that a very high percentage of all communication took place in L2 and occurrences of acquisition of content and language can be demonstrated.


2003 ◽  
Vol 3 (2) ◽  
pp. 115-132
Author(s):  
Andréa Machado de Almeida Mattos

Many researchers, nowadays, have been enthusiastic in promoting the advantages of introducing technology in the language classroom, but few have been worried with the problems and anxieties that result from changes in a long-lasting culture such as the culture of language learning. This paper aims at discussing the problems faced by teachers who have been working with technology in their language classrooms. The research design was based on theoretical and empirical studies both in the areas of Computer Assisted Language Learning and Teacher Development. The main objective of this paper is, thus, to achieve a global understanding of the teachers' anxieties in relation to the virtual environment of language learning. Data was gathered through interviews with the teachers, leading to a qualitative analysis of the findings.


ExELL ◽  
2020 ◽  
Vol 8 (1) ◽  
pp. 14-46
Author(s):  
Nihada Delibegović Džanić ◽  
Amila Hasanspahić

AbstractThe paper examines the application of computer assisted language learning (CALL) in English language classes in Bosnia and Herzegovina. The research was designed as an empirical examination of the attitudes of teachers and students on the successful application of computer assisted language learning in English language classrooms in Bosnia and Herzegovina. Lack of motivation is one the problems that most teachers are faced with. There are many causes of poor motivation, but one of them is certainly the unattractiveness and dullness of traditional methods, teaching materials and resources. However, many authors with educational experience point out that the use of information technology can positively influence students’ motivation and encourage them to work actively. While adults, as digital immigrants, might not use modern information technology excessively, children and teens are true digital natives, who have grown up with the latest technologies and use them with great pleasure in all aspects of their lives adapting them to their needs (Prensky, 2001). The results obtained in this research are an indicator of the current attitude of teachers and students towards these issues, but they also highlight some important necessary reforms in the field of teacher education.


2014 ◽  
Vol 14 (19) ◽  
pp. 11-19
Author(s):  
Olmedo Bula Villalobos

La tecnología ha tenido un gran impacto en la educación en los últimos veinte años. Con el desarrollo de nuevas tecnologías, se puede decir que la Adquisición de una Segunda Lengua (A2L) ha adoptado la Enseñanza Asistida por Ordenador (EAO) como una nueva y útil herramienta. Las diferentes aplicaciones y efectos de las computadoras en el aprendizaje y la enseñanza de un idioma pueden ser relacionadas con la adquisición de una segunda lengua, especialmente con el número de las aplicaciones de las computadoras en un ambiente de aprendizaje de un idioma. El propósito principal de este ensayo es explorar las conexiones existentes entre la Adquisición de una Segunda Lengua y la Enseñanza Asistida por Ordenador. Primero se muestran los antecedentes históricos de la EAO. Después las implicaciones y aplicaciones de la EAO sobre la A2L son discutidas. Asimismo la evaluación de la EAO en relación con la A2L y el futuro de la EAO son también analizados. Una de las principales conclusiones es que hay conexiones significativas y pertinentes entre la Adquisición de una Segunda Lengua y la Enseñanza Asistida por Ordenador.


ReCALL ◽  
2020 ◽  
pp. 1-18
Author(s):  
Boris Vazquez-Calvo

Abstract Driven by their affinity to popular culture, fans frequently engage in linguistic practices that may be conducive to language learning. This study seeks to find out how a group of Catalan-speaking gamers decided to start producing fan translations of video games from English into Catalan. Based on a digital ethnography (online interviews and observation of the group’s activity), two types of analysis were conducted: a content analysis for recurrent trends and a focused analysis of internal metalinguistic discussions on the quality of translations. Results indicate that fan translators (1) organize hierarchically with set roles and functions, (2) curate their group identity and care for the promotion of Catalan as a vehicle for cultural production, (3) learn language incidentally in three ways: while translating (ensuring the comprehension of English and the linguistic quality and creativity of the transfer into Catalan), through sharing language doubts with their peers on their Telegram group and dialogically agreeing on pragmatically acceptable English-Catalan translations, and through metalinguistic discussions on translation tests received from potential new members. The study resonates with a novel subfield in computer-assisted language learning: language learning in the digital wilds, which might be fertile ground for studies on incidental and informal language learning online. The study may also serve as inspiration for effective integration of translation into language classrooms in a manner that bridges vernacular fan translation and pedagogic translation, considering the importance of metalinguistic discussion for language learning and the sociocultural dimension of both translation and language learning.


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