Learning of L2 Japanese through video games

被引:0
|
作者
Shintaku, Kayo [1 ,2 ]
机构
[1] Villanova Univ, Dept Global Interdisciplinary Studies, Villanova, PA 19085 USA
[2] Villanova Univ, Japanese Language & Cultural Studies Program, Villanova, PA 19085 USA
来源
LANGUAGE LEARNING & TECHNOLOGY | 2023年 / 27卷 / 01期
关键词
Multimodality; Digital Literacies; Gaming; Life-long Learning; FOREIGN-LANGUAGE; ANIME; MANAGEMENT; AUTONOMY;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In Japanese-as-a-foreign language (JFL) education, the impacts of Japanese entertainment media such 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 achievement milestones (i.e., progress markers) within game content and (b) as goals that JFL learners 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.
引用
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页码:21 / 21
页数:1
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