2009
DOI: 10.1080/09588220903345168
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Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture

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Cited by 72 publications
(62 citation statements)
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References 30 publications
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“…According to our findings, DVGs seem to offer potential for inclusion in educational settings. Agreeing with Reinhardt and Sykes (2012), DVGs should not be considered a replacement for course books but more of complementary or supplemental activities that could be scaffolded into existing curricula (see also Neville, Shelton, & McInnis, 2009). Comparing the findings with similar studies, it seems that DVG features including genre, story, user interface, and design, play an important role in its effectiveness for vocabulary acquisition.…”
Section: Resultsmentioning
confidence: 99%
“…According to our findings, DVGs seem to offer potential for inclusion in educational settings. Agreeing with Reinhardt and Sykes (2012), DVGs should not be considered a replacement for course books but more of complementary or supplemental activities that could be scaffolded into existing curricula (see also Neville, Shelton, & McInnis, 2009). Comparing the findings with similar studies, it seems that DVG features including genre, story, user interface, and design, play an important role in its effectiveness for vocabulary acquisition.…”
Section: Resultsmentioning
confidence: 99%
“…In sum, thanks to technological advances in the sphere of virtual environments, including the subset of online games, we can now simulate the studyabroad experience in an EFL setting. Recently, research has been carried out to document the effects of cultural immersion experiences provided by various technologies, such as digital/online games (Neville, Shelton, & Mclnnis, 2009) and virtual environments such as Second Life (Warburton, 2009), on cultural learning. Online games and/or virtual environments enable users to employ both network-based synchronous CMC and personal avatars and bring with them potential user benefits like immersion in linguistic, cultural, and task-based settings (Gee, 2003;Thorne, 2008) and cross-cultural knowledge (Peterson, 2010).…”
Section: Technology-enhanced Culture Learning 31 Network-enhanced Cmentioning
confidence: 99%
“…Online games and/or virtual environments enable users to employ both network-based synchronous CMC and personal avatars and bring with them potential user benefits like immersion in linguistic, cultural, and task-based settings (Gee, 2003;Thorne, 2008) and cross-cultural knowledge (Peterson, 2010). Recent research into network-based gaming indicates that digital interactive fiction had an impact on students' perceptions of German cultural immersion and culture learning (Neville et al, 2009). Moreover, the potential of network-based gaming and, specifically, massively multiplayer online role-playing games in developing crosscultural knowledge has also been hypothesized (Peterson, 2010).…”
Section: Technology-enhanced Culture Learning 31 Network-enhanced Cmentioning
confidence: 99%
“…Interactive fiction differs from hypertext fiction in that it contains stronger gaming elements, so much so that the demarcation between interactive fiction and digital games is far from clear (Hayles, 2008, p. 8). Some scholars (Neville, Shelton and McInnis, 2009;Pereira, 2013) have begun looking into the way these gaming elements, with a particular focus on language, can be applied in L2 courses. Typically in interactive fiction, the reader or "interactor" (Hayles, 2008, p. 8) might involve typing basic directions such as "open door", "get letter", "speak".…”
Section: Hypertext and Interactive Fictionmentioning
confidence: 99%