Skip to main content
×
×
Home

Affordances for second language learning in World of Warcraft

  • Paul S. Rama (a1), Rebecca W. Black (a2), Elizabeth van Es (a3) and Mark Warschauer (a4)
Abstract

What are the affordances of online gaming environments for second language learning and socialization? To answer this question, this qualitative study examines two college-age Spanish learners’ experiences participating in the Spanish language version of the massively multi-player online game World of Warcraft. Using data culled from participant observation, interviews, logs of in-game chat, and student journal entries, we describe how the design of the game, cultural norms for its use, and participants’ own abilities interact to afford distinct opportunities for language learning for these two students. Discussion focuses on how online games might be used for language teaching and learning in ways that take full advantage of the medium's affordances for both experienced and inexperienced players.

Copyright
References
Hide All
Bytheway, J. (2011) Vocabulary learning strategies in massively multiplayer online role-playing games: a thesis submitted to the Victoria University of Wellington in partial fulfilment of the requirements for the degree. Unpublished Masters Thesis.
Canale, M.Swain, M. (1980) Theoretical bases of communicative approaches to second language teaching and testing. Applied linguistics, 1: 147.
Chen, M. (2009) Visualization of expert chat development in a World of Warcraft player group. E-Learning, 6(1): 5470.
Gee, J. P. (2004) Situated Language and Learning: a critique of traditional schooling. London: Routledge.
Gee, J. P. (2007) What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition (2nd ed.). New York: Palgrave Macmillan.
Kern, R. G. (1995) Restructuring Classroom Interaction with Networked Computers: Effects on Quantity and Characteristics of Language Production. Modern Language Journal, 79(4): 457476.
Nardi, B. A., Ly, S., Harris, J. (2007). Learning Conversations in World of Warcraft. Proceedings of the 40th Annual Hawaii International Conference on System Sciences, HICSS ’07. Washington, DC, USA: IEEE Computer Society, 79.
Pellettieri, J. (2000) Negotiation in cyberspace: The role of chatting in the development of grammatical competence. In: Warschauer, M. and Kern, R. (eds.), Network-based language teaching: Concepts and practice. Cambridge: CUP, 5986.
Peterson, M. (2010) Massively multiplayer online role-playing games as arenas for second language learning. Computer Assisted Language Learning, 23(5): 429.
Purushotma, R. (2005) You're not studying, you're just…. Language Learning & Technology, 9(1): 8096.
Rankin, Y., Gold, R.Gooch, B. (2006) 3D role-playing games as language learning tools. In: Gröller E. and Szirmay-Kalos L. (eds.), Proceedings of EuroGraphics 25(3), New York: ACM.
Rankin, Y. A., Morrison, D., McNeal, M., Gooch, B., Shute, M. W. (2009). Time will tell: in-game social interactions that facilitate second language acquisition. In: Young, R. (ed.), Proceedings of the 4th international conference on foundations of digital games. New York: ACM, 161–168.
Reinders, H.Wattana, S. (2011) Learn English or die : The effects of digital games on interaction and willingness to communicate in a foreign language. Digital Culture & Education, 3(1): 329.
Spradley, J. P. (1980) Participant observation. Orlando, FL: Harcourt Brace Jovanovich College Publishers.
Steinkuehler, C. (2007) Massively multi-player online gaming as a constellation of literacy practices. eLearning, 4(3): 297318.
Sykes, J., Oskoz, A.Thorne, S. L. (2008) Web 2.0, Synthetic Immersive Environments, and the Future of Language Education. CALICO Journal, 25(3): 528546.
Thorne, S. L. (2008) Transcultural communication in open Internet environments and massively multiplayer online games. In: Magnan, S. (ed.), Mediating Discourse Online. Amsterdam: John Benjamins, 305327.
Thorne, S. L., Black, R.Sykes, J. (2009) Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Games. Modern Language Journal, 93: 802821.
Thorne, S. L. (2010) The “intercultural turn” and language learning in the crucible of new media. Telecollaboration, 2: 139164.
Thorne, S. L., Fischer, I.Lu, X. (2012) The Semiotic Ecology and Linguistic Complexity of an Online Game World. ReCALL, 24(3): xxx.
van Lier, L. (2000) From input to affordance: Social-interactive learning from an ecological perspective. In: Lantolf, J. (ed.), Sociocultural theory and second language learning. New York: Oxford University Press, 245259.
Vygotsky, L. S. (1978) Mind in Society. Cambridge, MA: Harvard University Press.
Warschauer, M. (1996) Computer-assisted language learning: An introduction. In: Fotos, S. (ed.), Multimedia language teaching. Tokyo, Japan: Logos International, 320.
Warschauer, M. (1997) Computer-mediated collaborative learning: Theory and practice. Modern Language Journal, 81: 470481.
White, L., Spada, N., Lightbown, P. M.Ranta, L. (1991) Input Enhancement and L2 Question Formation. Applied Linguistics, 12(4): 416432.
Zhao, Y.Lai, C. (2008) Massively Multi-Player Online Role Playing Games (MMORPGS) and foreign language education. In: Ferdig, R. (ed.), Handbook of Research on Effective Electronic Gaming in Education. New York: IDEA Group, 402421.
Zheng, D., Young, M. F., Brewer, R. A.Wagner, M. (2009) Attitude and self-efficacy change: English language learning in virtual worlds. CALICO Journal, 27(1): 205231.
Zheng, D., Young, M., Wagner, M.Brewer, R. (2009) Negotiation for action: English language learning in game based virtual worlds. Modern Language Journal, 93: 489511.
Recommend this journal

Email your librarian or administrator to recommend adding this journal to your organisation's collection.

ReCALL
  • ISSN: 0958-3440
  • EISSN: 1474-0109
  • URL: /core/journals/recall
Please enter your name
Please enter a valid email address
Who would you like to send this to? *
×

Keywords

Metrics

Altmetric attention score

Full text views

Total number of HTML views: 0
Total number of PDF views: 0 *
Loading metrics...

Abstract views

Total abstract views: 0 *
Loading metrics...

* Views captured on Cambridge Core between <date>. This data will be updated every 24 hours.

Usage data cannot currently be displayed