Massively multiplayer online role-playing games as arenas for second language learning

This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning,...

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Veröffentlicht in:Computer Assisted Language Learning Jg. 23; H. 5; S. 429 - 439
1. Verfasser: Peterson, Mark
Format: Journal Article
Sprache:Englisch
Veröffentlicht: Oxford Routledge 01.12.2010
Informa UK Limited
Taylor & Francis Ltd
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ISSN:0958-8221, 1744-3210
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Abstract This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of utilizing network-based gaming in computer assisted language learning (CALL). A critical analysis of three influential learner-based studies drawn from the literature is then undertaken. This reveals that present research is largely exploratory in nature and is subject to limitations. The analysis draws attention to the role played by learner training and indicates that for intermediate and advanced level English language learners, MMORPGs offer a motivating context that elicits engagement in beneficial forms of target language interaction. Research further suggests that learner participation in network-based gaming provides valuable opportunities for vocabulary acquisition and the development of communicative competence. This article concludes by highlighting the urgent need for additional studies and identifies areas with potential in future research.
AbstractList This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of utilizing network-based gaming in computer assisted language learning (CALL). A critical analysis of three influential learner-based studies drawn from the literature is then undertaken. This reveals that present research is largely exploratory in nature and is subject to limitations. The analysis draws attention to the role played by learner training and indicates that for intermediate and advanced level English language learners, MMORPGs offer a motivating context that elicits engagement in beneficial forms of target language interaction. Research further suggests that learner participation in network-based gaming provides valuable opportunities for vocabulary acquisition and the development of communicative competence. This article concludes by highlighting the urgent need for additional studies and identifies areas with potential in future research. [PUBLICATION ABSTRACT]
This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of utilizing network-based gaming in computer assisted language learning (CALL). A critical analysis of three influential learner-based studies drawn from the literature is then undertaken. This reveals that present research is largely exploratory in nature and is subject to limitations. The analysis draws attention to the role played by learner training and indicates that for intermediate and advanced level English language learners, MMORPGs offer a motivating context that elicits engagement in beneficial forms of target language interaction. Research further suggests that learner participation in network-based gaming provides valuable opportunities for vocabulary acquisition and the development of communicative competence. This article concludes by highlighting the urgent need for additional studies and identifies areas with potential in future research.
This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of utilizing network-based gaming in computer assisted language learning (CALL). A critical analysis of three influential learner-based studies drawn from the literature is then undertaken. This reveals that present research is largely exploratory in nature and is subject to limitations. The analysis draws attention to the role played by learner training and indicates that for intermediate and advanced level English language learners, MMORPGs offer a motivating context that elicits engagement in beneficial forms of target language interaction. Research further suggests that learner participation in network-based gaming provides valuable opportunities for vocabulary acquisition and the development of communicative competence. This article concludes by highlighting the urgent need for additional studies and identifies areas with potential in future research. (Contains 2 tables.)
This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of utilizing network-based gaming in computer assisted language learning (CALL). A critical analysis of three influential learner-based studies drawn from the literature is then undertaken. This reveals that present research is largely exploratory in nature and is subject to limitations. The analysis draws attention to the role played by learner training and indicates that for intermediate and advanced level English language learners, MMORPGs offer a motivating context that elicits engagement in beneficial forms of target language interaction. Research further suggests that learner participation in network-based gaming provides valuable opportunities for vocabulary acquisition and the development of communicative competence. This article concludes by highlighting the urgent need for additional studies and identifies areas with potential in future research. Adapted from the source document
Author Peterson, Mark
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  email: M.Peterson@fx8.ecs.kyoto-u.ac.jp
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SubjectTerms CAI
Communicative Competence
Communicative Competence (Languages)
Computer & video games
Computer assisted instruction
Computer Assisted Language Learning
Computer Mediated Communication
Computers
Educational Games
English (Second Language)
English as a Second Language Learning
English language
English language learners
English Learners
Game Based Learning
Games
gaming
Internet
Language acquisition
Language attitudes
Learning
Learning Environment
MMORPGs
Motivation
Online instruction
Role Playing
Second Language Learning
Second language vocabulary learning
Teaching methods
virtual environments
Vocabulary
Vocabulary Development
Vocabulary Learning
Title Massively multiplayer online role-playing games as arenas for second language learning
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