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
“…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
Applications of locative media (e.g., place‐based mobile augmented reality [AR]) are used in various educational content areas and have been shown to provide learners with valuable opportunities for investigation‐based learning, location‐situated social and collaborative interaction, and embodied experience of place (Squire, 2009; Thorne & Hellermann, 2017; Zheng et al., 2018). Mobile locative media applications’ value for language learning, however, remains underinvestigated. To address this lacuna, this study employed the widely used construct of language‐related episodes (LREs; Swain & Lapkin, 1998) as a unit of analysis to investigate language learning through participation in a mobile AR game. Analysis of videorecorded interactions of four mixed‐proficiency groups of game players (two English language learners [ELLs] and one expert speaker of English [ESE] per group) indicates that LREs in this environment were focused on lexical items relevant to the AR tasks and physical locations. Informed by sociocultural theory and conversation analysis, the microgenesis of learners’ understanding and subsequent use of certain lexical items are indicated in the findings. This understanding of new lexical items was frequently facilitated by ESEs’ assistance and the surrounding physical environment. A strong goal orientation by both ESEs and ELLs was visible, providing implications for task‐based language teaching approaches.
“…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
Applications of locative media (e.g., place‐based mobile augmented reality [AR]) are used in various educational content areas and have been shown to provide learners with valuable opportunities for investigation‐based learning, location‐situated social and collaborative interaction, and embodied experience of place (Squire, 2009; Thorne & Hellermann, 2017; Zheng et al., 2018). Mobile locative media applications’ value for language learning, however, remains underinvestigated. To address this lacuna, this study employed the widely used construct of language‐related episodes (LREs; Swain & Lapkin, 1998) as a unit of analysis to investigate language learning through participation in a mobile AR game. Analysis of videorecorded interactions of four mixed‐proficiency groups of game players (two English language learners [ELLs] and one expert speaker of English [ESE] per group) indicates that LREs in this environment were focused on lexical items relevant to the AR tasks and physical locations. Informed by sociocultural theory and conversation analysis, the microgenesis of learners’ understanding and subsequent use of certain lexical items are indicated in the findings. This understanding of new lexical items was frequently facilitated by ESEs’ assistance and the surrounding physical environment. A strong goal orientation by both ESEs and ELLs was visible, providing implications for task‐based language teaching approaches.
“…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.…”
The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English.We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space, sense-making is contingent on the relational dynamics of place, activities, and artefacts. These spaces encourage meaning-making in situ, manipulation of virtual objects within places, and coordination among players. Our investigation looked at how learners of Chinese and English collaborated on a project in which they decorated a virtual living room. The findings suggest that socioculturally bounded places afford unique learning opportunities. Firstly, learning occurred through referencing, which is the mutual clarification of a virtual object's meaning, position, and function, in relatively stabilised places, such as a museum, and secondly, learning occurred through coordination between verbal instruction and object manipulation in more adaptive places, which we call eco-dialogical learning. We also found a strong relationship between translanguaging and object manipulation. We conclude the paper from the perspective of how the eco-dialogical model resulted in designs that promoted cognition and interactivity.
“…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.…”
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