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ReCALL special issue: Digital games for language learning: challenges and opportunities: Editorial Digital games for language learning: from hype to insight?

  • Frederik Cornillie (a1), Steven L. Thorne (a2) and Piet Desmet (a3)
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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.
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García-Carbonell, A., Rising, B., Montero, B.Watts, F. (2001) Simulation/Gaming and the Acquisition of Communicative Competence in Another Language. Simulation & Gaming, 32(4): 481491.
Gee, J. P. (2007) Good Video Games and Good Learning: Collected Essays. New York: Peter Lang.
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Hubbard, P. (2002) Interactive Participatory Dramas for Language Learning. Simulation & Gaming, 33(2): 210216.
Hubbard, P.Bradin Siskin, C. (2004) Another look at tutorial CALL. ReCALL, 16(2): 448461.
Jordan, G. (1992) Exploiting Computer-Based Simulations for Language-Learning Purposes. Simulation & Gaming, 23(1): 8898.
Levy, M. (1997) Computer-Assisted Language Learning: context and conceptualization. Oxford: Clarendon Press.
Levy, M.Stockwell, G. (2006) CALL dimensions: options and issues in computer-assisted language learning. Mahwah, New Jersey: Erlbaum.
Malliet, Meyer, G. (2005) The history of the video game. In: Raessens, J. and Goldstein, J. (eds.), Handbook of computer game studies. London: MIT Press, 2345.
Mawer, K.Stanley, G. (2011) Digital Play. Computer games and language aims. Peaslake: Delta Publishing.
McGonigal, J. (2011) Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: The Penguin Press.
Peterson, M. (2010) Computerized Games and Simulations in Computer-Assisted Language Learning: A Meta-Analysis of Research. Simulation & Gaming, 41(1): 7293.
Phillips, M. K. (1987) Potential Paradigms and Possible Problems for CALL. System, 15(3): 275287.
Piirainen-Marsh, A.Tainio, L. (2009) Other-repetition as a resource for participation in the activity of playing a video game. Modern Language Journal, 93(2): 153169.
Prensky, M. (2001) Digital game-based learning. St. Paul: Paragon House.
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Purushotma, R., Thorne, S. L., Wheatley, J. (2009) 10 key principles for designing video games for foreign language learning.
Reinders, H. (ed.) (2012) Digital Games in Language Learning and Teaching. Basingstoke: Palgrave Macmillan.
Salen, K.Zimmerman, E. (2004) Rules of Play: Game Design Fundamentals. Cambridge: MIT Press.
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Schwienhorst, K. (2002) Why virtual, why environments? Implementing virtual reality concepts in computer-assisted language learning. Simulation & Gaming, 33(2): 196209.
Sharrock, W. W.Watson, D. R. (1985) “Reality construction” in L2 simulations. System, 13(3): 195206.
Stevens, V. (1984) Implications of Research and Theory Concerning the Influence of Choice and Control on the Effectiveness of CALL. CALICO Journal, 2(1): 2834.
Sykes, J. M. (2009) Learner requests in Spanish: Examining the potential of multiuser virtual environments for L2 pragmatic acquisition. In: Lomicka, L. and Lord, G. (eds.), The Next Generation: Social Networking and Online Collaboration in Foreign Language Learning. Durham: Computer Assisted Language Instruction Consortium.
Sykes, J. M.Holden, C. L. (2011) Communities: Exploring Digital Games and Social Networking. In: Arnold, N. & Ducate, L. (eds.), Present and Future Promises of CALL: From Theory and Research to New Directions in Language Teaching. Texas: Computer Assisted Language Instruction Consortium, 311336.
Sykes, J. M., Oskoz, A.Thorne, S. L. (2008) Web 2.0, Synthetic Immersive Environments, and Mobile Resources for Language Education. CALICO Journal, 25(3): 528546.
Sykes, J., Reinhardt, J.Thorne, S. L. (2010) Multiplayer Digital Games as Sites for Research and Practice. In: Hult, F. (ed.), Directions and Prospects for Educational Linguistics. New York: Springer, 117135.
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Thorne, S. L. (2008) Transcultural Communication in Open Internet Environments and Massively Multiplayer Online Games. In: Magnan, S. S. (ed.), Mediating Discourse Online. Amsterdam: John Benjamins, 305327.
Thorne, S. L. (2010) The ‘Intercultural Turn’ and Language Learning in the Crucible of New Media. In: Helm, F. and Guth, S. (eds.), Telecollaboration 2.0 for Language and Intercultural Learning. Bern: Peter Lang, 139164.
Thorne, S. L. (2012) Gaming writing: Supervernaculars, stylization, and semiotic remediation. In: Kessler, G., Oskoz, A. and Elola, I. (eds.), Technology Across Writing Contexts and Tasks. CALICO Monograph: San Marcos, Texas, 297–316.
Thorne, S. L.Reinhardt, J. (2008) “Bridging Activities,” New Media Literacies, and Advanced Foreign Language Proficiency. CALICO Journal, 25(3): 558572.
Thorne, S. L., Black, R. W.Sykes, J. M. (2009) Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming. Modern Language Journal, 93(0): 802821.
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Wylin, B., Desmet, P. (2005) A Typology of Educational Game Use: How to Integrate Games or Game Elements in Educational Multimedia? Proceedings of the World Conference on Educational Multimedia, Hypermedia and Telecommunications 2005, 1194–1199.
Young, R. (1988) Computer-Assisted Language Learning Conversations: Negotiating an Outcome. CALICO Journal, 5(3): 6583.
Zacharski, R. (2003) A Discourse System for Conversational Characters. Proceedings of the Fourth International Conference on Intelligent Text Processing and Computational Linguistics, ed. by Alexander Gelbukh. Heidelberg: Springer-Verlag, 492495.
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.
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  • ISSN: 0958-3440
  • EISSN: 1474-0109
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