論文 ·用例に日本語 ·未確認

Digital Gaming and Language Learning: Autonomy and Community

Alice Chik

刊行年
2014-06-01
収録
『Language learning & technology』 18(2) pp. 85-100
出版
University of Hawaiʻi at Mānoa
言語
英語
openalex
W2188139263
doi
10.64152/10125/44371
mag
2188139263
issn
1094-3501
URL
https://scholarspace.manoa.hawaii.edu/bitstreams/db53391f-ff59-4804-a40b-569026fbf67a/download

要旨

The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia.Though there is an emerging presence of Chinese online games, many more young people are playing the English-or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games.In other words, most Chinese gamers are playing L2 digital games in their leisure time.Informed by research on out-of-class L2 learning, this paper discusses findings from an exploratory study investigating L2 gaming and learning practices in young people's everyday lives.Drawing on rich data from gaming sessions, stimulated recall, focus group discussion, individual interviews and online discussion forums, this paper argues that gamers exercise autonomy by managing their gameplay both as leisure and learning practices in different dimensions (location, formality, locus of control, pedagogy and trajectory).At the same time, gameplay-as-learning practices are supported by wider communities of digital gamers who take on roles as language teachers and advisers.The paper suggests that activities in these dimensions mediated learning autonomously and from community, and discusses the research and pedagogical implications for L2 gaming and learning.

主題

この書誌の出所

  • openalex— W2188139263(2026-08-13取得)

引用キー: Chik2014DigitalGamingLanguage

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