Learning of L2 Japanese through video games

dc.contributor.author Shintaku, Kayo
dc.date.accessioned 2023-10-27T18:34:37Z
dc.date.available 2023-10-27T18:34:37Z
dc.date.copyright 2023
dc.date.issued 2023-10-30
dc.description.abstract 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.
dc.format.extent 17
dc.identifier.citation Shintaku, K. (2023). Learning of L2 Japanese through video games. Language Learning & Technology, 27(1), 1–17. https://hdl.handle.net/10125/73540
dc.identifier.issn 1094-3501
dc.identifier.uri https://hdl.handle.net/10125/73540
dc.language eng
dc.publisher University of Hawaii National Foreign Language Resource Center
dc.publisher Center for Language & Technology
dc.rights.license Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Multimodality, Digital Literacies, Gaming, Life-long Learning
dc.title Learning of L2 Japanese through video games
dc.type Article
dcterms.type Text
dspace.entity.type
prism.endingpage 17
prism.number 1
prism.publicationname Language Learning & Technology
prism.startingpage 1
prism.volume 27
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