DIGITAL GAMING AND LANGUAGE LEARNING: AUTONOMY AND COMMUNITY

被引:0
|
作者
Chik, Alice [1 ]
机构
[1] City Univ Hong Kong, Dept English, Hong Kong, Hong Kong, Peoples R China
来源
LANGUAGE LEARNING & TECHNOLOGY | 2014年 / 18卷 / 02期
关键词
Learner Autonomy; Second Language Acquisition; Computer-Assisted Language Learning; VIDEO GAME; AFFORDANCES;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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.
引用
收藏
页码:85 / 100
页数:16
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