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論文 ·日本語 ·未確認

Learning of L2 Japanese through video games

Kayo Shintaku

刊行年
2023-10-30
収録
『Language learning & technology』 27(1) pp. 1-17
出版
University of Hawaiʻi at Mānoa
言語
英語
OpenAlex
W4413183618
DOI
10.64152/10125/73540
ISSN
1094-3501
URL
https://scholarspace.manoa.hawaii.edu/bitstreams/95079733-9919-43b5-9820-b99270e8c006/download

要旨

In Japanese-as-a-foreign language (JFL) education, the impacts of Japanese entertainment media such as digital games have been noted as a motivator for JFL learners. Although outside-of-class literacy exposure from these digital games has been recognized due to their popularity, the specifics of how digital games affect JFL digital literacies and how they interplay with JFL learners’ motivations have not yet been fully explored. Thus, this study investigated the literacies around game fandoms for JFL learners in a Japanese language program (n = 191) and the self-directed and group-based learning activities of a game focus group (n = 6) with two commercial games. The findings demonstrated JFL learners’ literacy exposure through Japanese games and revealed JFL learners’ unique issues with kanji, furigana, and honorifics. Additionally, digital games in Japanese have roles in supporting JFL learners’ motivations (a) visually as achievement milestones (i.e., progress markers) within game content and (b) as goals that JFL learners set for accessing and playing target game titles both as gamers and as JFL learners. Moreover, the study highlights the importance for higher education to connect in-class and non-formal learning and to support L2 learners with 21st century skills.

主題

この書誌の出所

  • openalex— W4413183618(2026-08-14取得)

引用

Kayo Shintaku(2023-10-30) Learning of L2 Japanese through video games 『Language learning & technology』 27(1) pp. 1-17 University of Hawaiʻi at Mānoa

Shintaku2023LearningLJapanese
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