Please use this identifier to cite or link to this item: http://hdl.handle.net/10125/44597

Digital-gaming trajectories and second language development

File Size Format  
21_01_scholzschulze.pdf 828.13 kB Adobe PDF View/Open

Item Summary

dc.contributor.author Scholz, Kyle W.
dc.contributor.author Schulze, Mathias
dc.date.accessioned 2018-01-29T20:46:46Z
dc.date.available 2018-01-29T20:46:46Z
dc.date.issued 2017-02-01
dc.identifier.citation Scholz, K. W., & Schulze, M. (2017). Digital-gaming trajectories and second language development. Language Learning & Technology, 21(1), 99–119. https://dx.doi.org/10125/44597
dc.identifier.issn 1094-3501
dc.identifier.issn 1094-3501
dc.identifier.uri http://hdl.handle.net/10125/44597
dc.description.abstract Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals’ beliefs about the validity of gameplay. This has proven challenging as research methods which provide insight into the gameplay experiences and its many factors are needed. Having the gameplay experience occur extramurally is desirable, but makes the direct observation of the learners’ activities by a researcher difficult. For this reason, we suggest approaching digital game-based language learning through complex adaptive systems research (Larsen-Freeman & Cameron, 2008a) and employing Dörnyei’s (2014) retrodictive qualitative modeling to capture the complex synchronic and diachronic variability of the learners and their individual nonlinear gaming trajectories with requisite data density and over a considerable period of time. This article draws on a study examining language learners playing the online role-playing game World of Warcraft over four months. We will focus on the data collection in this observational study and the methods of analysis of a complex adaptive system, which helped to better understand the role of extramural digital gaming for the purpose of second-language development.
dc.publisher University of Hawaii National Foreign Language Resource Center
dc.publisher Michigan State University Center for Language Education and Research
dc.subject Game-based Learning and Teaching
dc.subject Research Methods
dc.subject Virtual Environments
dc.title Digital-gaming trajectories and second language development
dc.type Article
dc.type.dcmi Text
prism.publicationname Language Learning & Technology
prism.volume 21
prism.number 1
prism.startingpage 100
prism.endingpage 120
Appears in Collections: Volume 21 Number 1, February 2017 Special Issue on Methodological Innovation in CALL Research


Please email libraryada-l@lists.hawaii.edu if you need this content in ADA-compliant format.

Items in ScholarSpace are protected by copyright, with all rights reserved, unless otherwise indicated.