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2016
DOI: 10.1017/s0958344016000112
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Recurrent languaging activities in World of Warcraft: Skilled linguistic action meets the Common European Framework of Reference

Abstract: In this study of affordances for second language (L2) learning in World of Warcraft (WoW) group play, we compared three gameplay episodes spanning a semester-long course. Applying multimodal analysis framed by ecological, dialogical and distributed (EDD) views (Zheng and Newgarden, forthcoming), we explored four English as a second language learners’ verbalizations and avatar actions. Players learned to take skilled linguistic action as they coordinated recurrent WoW gameplay activities (questing, planning nex… Show more

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Cited by 37 publications
(26 citation statements)
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References 20 publications
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“…Digital games, when designed to fit this conceptualization of a task, may provide useful environments for social interaction and language learning (Purushotma, Thorne, & Wheatley, ; Reinhardt & Thorne, ). Learner interaction during game play has been documented in virtual worlds such as Second Life (Zheng, ), simulation games such as The Sims (Purushotma, ; Ranalli, ), and massive multiplayer online games (MMOGs) such as World of Warcraft (WoW; Newgarden & Zheng, ; Rama, Black, Van Es, & Warschauer, ; Scholz & Schulze, ; Thorne, , ; Zheng, Newgarden, & Young, ). Much of this research looks at text‐based learner interactions and collaboration during game play.…”
Section: Gaming Interaction and Language Learningmentioning
confidence: 99%
“…Digital games, when designed to fit this conceptualization of a task, may provide useful environments for social interaction and language learning (Purushotma, Thorne, & Wheatley, ; Reinhardt & Thorne, ). Learner interaction during game play has been documented in virtual worlds such as Second Life (Zheng, ), simulation games such as The Sims (Purushotma, ; Ranalli, ), and massive multiplayer online games (MMOGs) such as World of Warcraft (WoW; Newgarden & Zheng, ; Rama, Black, Van Es, & Warschauer, ; Scholz & Schulze, ; Thorne, , ; Zheng, Newgarden, & Young, ). Much of this research looks at text‐based learner interactions and collaboration during game play.…”
Section: Gaming Interaction and Language Learningmentioning
confidence: 99%
“…Agents' perception is constantly being refined in any given ecological niche (Newgarden & Zheng, 2016;Reed, 1996;van Lier, 2006). With the recurrence of perception-action cycles, learners can detect the increasingly subtle and specific information that serves to further regulate behaviour.…”
Section: Affordances and The Perception-action Cyclementioning
confidence: 99%
“…The first and third authors coded the interactions separately and then discussed their analyses until reaching final agreement. This coding method has been used elsewhere (e.g., Newgarden & Zheng, 2016;Newgarden et al, 2015;Zheng, Dai, & Liu, in press;Zheng, Newgarden, & Young, 2012). We describe this highly grounded, contextualizing, and eco-dialogical theory-driven technique as abductive coding.…”
Section: Data Collection and Analysismentioning
confidence: 99%
“…These learners are adolescents or adults who hold limited knowledge of ICT, and they are newcomers to education where they are exposed to the L2 through technologically enhanced input and output tasks (Izquierdo, Simard & Garza, 2015). These studies, for instance, illustrate that with this learner clientele language learning can be facilitated through the use of blogging (Hsu, 2016), mobile devices (Bikowski & Casal, 2018), multimedia (Izquierdo, 2014), technology-mediated environments (Hung & Higgins, 2016), virtual worlds (Newgarden & Zheng, 2016), and Web 2 technologies (Liu, Wang & Tai, 2016), to mention a few ICT examples.…”
Section: Introductionmentioning
confidence: 99%