Skip to main content
×
×
Home

Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world

  • Kasumi Yamazaki (a1)
Abstract

This study investigates an instantiation of a 3D virtual world–based Japanese learning curriculum within the context of a Japanese as a foreign language (JFL) classroom. Through a mixed-method case study approach, participants’ natural acquisition of Japanese in a 3D virtual environment was examined. In the present study, four sources of data from 11 university-level JFL students (n=11) were collected and analyzed to evaluate the learning outcomes from a new instructional approach called computer-assisted learning of communication (CALC). Based on both interpretative and statistical analyses of data, the major finding of the present study was that the participants, when immersed in the 3D virtual world of Tokyo, acquired contextualized communicative competence. More specifically, quantitative analyses revealed statistically significant improvement in the participants’ acquisition of incidentally encountered vocabulary, in particular, kanji pronunciation and vocabulary interpretation. Qualitative analyses revealed participants’ acquisition of various communicative competencies specific to the context, including persuasive talk, awareness of audience, and collaborative communication.

  • View HTML
    • Send article to Kindle

      To send this article to your Kindle, first ensure no-reply@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about sending to your Kindle. Find out more about sending to your Kindle.

      Note you can select to send to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be sent to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

      Find out more about the Kindle Personal Document Service.

      Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world
      Available formats
      ×
      Send article to Dropbox

      To send this article to your Dropbox account, please select one or more formats and confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your <service> account. Find out more about sending content to Dropbox.

      Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world
      Available formats
      ×
      Send article to Google Drive

      To send this article to your Google Drive account, please select one or more formats and confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your <service> account. Find out more about sending content to Google Drive.

      Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world
      Available formats
      ×
Copyright
References
Hide All
Canto, S., Jauregi, K. and van den Bergh, H. (2013) Integrating cross-cultural interaction through video-communication and virtual worlds in foreign language teaching programs: Is there an added value? ReCALL, 25(1): 105121. https://doi.org/10.1017/S0958344012000274
Chapelle, C. (1997) CALL in the year 2000: Still in search of research paradigms? Language Learning & Technology, 1(1): 1943. http://llt.msu.edu/vol1num1/chapelle/default.html
Chapelle, C. A. (2009) The relationship between second language acquisition theory and computer-assisted language learning. The Modern Language Journal, 93(Suppl. 1): 741753. https://doi.org/10.1111/j.1540-4781.2009.00970.x
Coleman, D. W. (2002) On foot in Sim City: Using Sim Copter as the basis for an ESL writing assignment. Simulation & Gaming, 33(2): 217230. https://doi.org/10.1177/1046878102332010
deHaan, J. W. (2005) Acquisition of Japanese as a foreign language through a baseball video game. Foreign Language Annals, 38(2): 278282. https://doi.org/10.1111/j.1944-9720.2005.tb02492.x
Jones, K. (1982) Simulations in language learning. Cambridge: Cambridge University Press.
Levy, M. and Stockwell, G. (2006) CALL dimensions: Options and issues in computer-assisted language learning. Mahwah: Lawrence Erlbaum Associates.
McGonigal, J. (2011) Reality is broken: Why games make us better and how they can change the world. New York: The Penguin Press.
Miller, M. and Hegelheimer, V. (2006) The SIMs meet ESL incorporating authentic computer simulation games into the language classroom. Interactive Technology and Smart Education, 3(4): 311328. https://doi.org/10.1108/17415650680000070
Peterson, M. (2010) Computerized games and simulations in computer-assisted language learning: A meta-analysis of research. Simulation & Gaming, 41(1): 7293. https://doi.org/10.1177/1046878109355684
Peterson, M. (2011) Digital gaming and second language development: Japanese learners interactions in a MMORPG. Digital Culture & Education, 3(1): 5673. http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/04/dce1048_peterson_2011.pdf
Peterson, M. (2012a) EFL learner collaborative interaction in Second Life. ReCALL, 24(1): 2039. https://doi.org/10.1017/S0958344011000279
Peterson, M. (2012b) Language learner interaction in a massively multiplayer online role-playing game. In Reinders, H. (ed.), Digital games in language learning and teaching. Basingstoke: Palgrave Macmillan, 7092. https://doi.org/10.1057/9781137005267_5
Peterson, M. (2012c) Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis. ReCALL, 24(3): 361380. https://doi.org/10.1017/S0958344012000195
Peterson, M. (2013) Computer games and language learning. New York: Palgrave Macmillan.
Rama, P. S., Black, R. W., van Es, E. and Warschauer, M. (2012) Affordances for second language learning in World of Warcraft . ReCALL, 24(3): 322338. https://doi.org/10.1017/S0958344012000171
Ranalli, J. (2008) Learning English with The Sims: Exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21(5): 441455. https://doi.org/10.1080/09588220802447859
Reinders, H. and Wattana, S. (2012) Talk to me! Games and students’ willingness to communicate. In Reinders, H. (ed.), Digital games in language learning and teaching. Basingstoke: Palgrave Macmillan, 156188. https://doi.org/10.1057/9781137005267_9
Sadler, R. and Dooly, M. (2013) Language leaning in virtual worlds: Research and practice. In Thomas, M., Reinders, H. & Warschauer, M. (eds.), Contemporary computer-assisted language learning. New York: Bloomsbury Academic, 159182.
Thomas, M., Reinders, H. & Warschauer, M. (eds.) (2013) Contemporary computer-assisted language learning. New York: Bloomsbury Academic.
Warschauer, M. (2004) Technological change and the future of CALL. In Fotos, S. & Brown, C. M. (eds.), New perspectives on CALL for second and foreign language classrooms. Mahwah: Lawrence Erlbaum Associates, 1525.
Yamazaki, K. (2014) Toward integrative CALL: A progressive outlook on the history, trends, and issues of CALL. The Tapestry Journal, 6(1): 4559. http://stars.library.ucf.edu/tapestry/vol6/iss1/6/
Zheng, D., Young, M. F., Wagner, M. M. and Brewer, R. A. (2009) Negotiation for action: English language learning in game-based virtual worlds. The Modern Language Journal, 93(4): 489511. https://doi.org/10.1111/j.1540-4781.2009.00927.x
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: 32
Total number of PDF views: 238 *
Loading metrics...

Abstract views

Total abstract views: 1147 *
Loading metrics...

* Views captured on Cambridge Core between 29th January 2018 - 21st June 2018. This data will be updated every 24 hours.