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Showing papers in "ReCALL in 2012"


Journal ArticleDOI
01 Sep 2012-ReCALL
TL;DR: There is empirical evidence that L2 English proficiency correlates with the frequency of gaming and types of games played, and the findings suggest that playing digital games at an early age can be important for L2 acquisition.
Abstract: Today, playing digital games is an important part of many young people's everyday lives. Claims have been made that certain games, in particular massively multiplayer online role-playing games (MMORPGs) provide L2 English learners with a linguistically rich and cognitively challenging virtual environment that may be conducive to L2 learning, as learners get ample opportunities for L2 input and scaffolded interaction in the L2. In this paper, we present empirical evidence that L2 English proficiency correlates with the frequency of gaming and types of games played. We base our observation on a study among young L2 English learners (N = 86, aged 11-12, Sweden). Data were collected through a questionnaire, a language diary, and three proficiency tests. The questionnaire provided demographic background information but was also targeted at measuring extramural English habits, i.e., learners' out-of-school contact with English (cf. Sundqvist, 2009 ). The diary measured how much time the learners spent on seven predetermined extramural English activities during one week, while the tests measured their achieved L2 proficiency regarding reading and listening comprehension, and vocabulary. Previous research among learners aged 15-16 (Sundqvist, 2009 ) showed positive correlations between playing digital games and L2 proficiency, in particular with regard to vocabulary, and also identified gender-related differences regarding vocabulary (boys outperformed girls) as well as the frequency of gaming and types of games played. These results were corroborated in the present study. A clear pattern emerged from our data: frequent gamers (A¢Â‰Â¥ 5 hours/week) outperformed moderate gamers who, in turn, outperformed non-gamers. Background variables could not explain the between-group differences. Even though the boys might have been more proficient or apt than the girls a priori and, therefore, chose to engage more in L2 gaming, the findings suggest that playing digital games at an early age can be important for L2 acquisition.

279 citations


Journal ArticleDOI
01 Sep 2012-ReCALL
TL;DR: Examination of two college-age Spanish learners’ experiences participating in the Spanish language version of the massively multi-player online game World of Warcraft describes 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.
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.

206 citations


Journal ArticleDOI
01 Sep 2012-ReCALL
TL;DR: In this article, the challenges and opportunities of digital games for language learning have been discussed in a special issue of the ReCALL special issue "Digital games for Language Learning: Challenges and Opportunities".
Abstract: Frederik Cornillie, Steven L. Thorne and Piet Desmet ReCALL / Volume 24 / Issue 03 / September 2012, pp 243 ­ 256 DOI: 10.1017/S0958344012000134, Published online: Link to this article: http://journals.cambridge.org/abstract_S0958344012000134 How to cite this article: Frederik Cornillie, Steven L. Thorne and Piet Desmet (2012). ReCALL special issue: Digital games for language learning: challenges and opportunities. ReCALL, 24, pp 243­256 doi:10.1017/ S0958344012000134 Request Permissions : Click here

183 citations


Journal ArticleDOI
01 Apr 2012-ReCALL
TL;DR: It is illustrated how an online videoconferencing environment with its multiple modalities can be used in language teaching, how teachers and learners adapt to the multimodal online environment and how new patterns of communication emerge in the process.
Abstract: The introduction of virtual learning environments has made new tools available that have the potential to support learner communication and interaction, thus aiding second language acquisition both from a psycholinguistic and a sociocultural point of view. This article focuses on the use of videoconferencing in the context of a larger exploratory study to find out how interaction was influenced by the affordances of the environment. Taking a mainly qualitative approach, the authors analysed the written and spoken interaction in recorded videoconferencing sessions, alongside examining some quantitative data to reveal participation patterns. Exploring language learning interaction in a synchronous online medium allows us to show how this is a process mediated by interaction with experts and peers as well as by the artefacts used (e.g., technology) and how learners use and combine multiple modes to make meaning. Our findings illustrate how an online videoconferencing environment with its multiple modalities can be used in language teaching, how teachers and learners adapt to the multimodal online environment and how new patterns of communication emerge in the process.

176 citations


Journal ArticleDOI
01 Sep 2012-ReCALL
TL;DR: Describing the linguistic complexity of game-presented texts (or ‘quest texts’) as well as player generated game-external informational and strategy websites that form the expansive semiotic ecology of WoW game play are aims to finely characterize.
Abstract: Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) World of Warcraft (WoW), with specific attention to its qualities as a setting for second language (L2) use and development. This empirical study seeks to answer the following question: What is the nature of the linguistic ecology that WoW players are exposed to? Many studies have described the developmental opportunities presented by commercially available gaming environments (e.g., Gee, 2003 , 2007 ), their value as sites of literacy development (e.g., Squire, 2008a ; Steinkuehler, 2008 ), and their potential as venues for second language (L2) use and learning (e.g., Peterson, 2010 ; Thorne, Black, & Sykes, 2009 ; Thorne & Fischer, 2012 ; Zheng, Young, Wagner & Brewer, 2009 ). There are, however, numerous outstanding questions regarding the quality and complexity of the linguistic environments associated with online commercially available games. This primarily descriptive research addresses this issue and aims to finely characterize the linguistic complexity of game-presented texts (or 'quest texts') as well as player generated game-external informational and strategy websites that form the expansive semiotic ecology of WoW game play. Questionnaires and interviews with Dutch and American gamers helped to identify a variety of widely used game-external websites. This information then informed the selection of texts that were analyzed for their linguistic complexity. By analysing the linguistic complexity of the texts that players regularly engage with, this study aims to empirically assess the resources and limitations of a representative and widely played MMO as an environment for L2 development.

157 citations


Journal ArticleDOI
Mark Peterson1
01 Sep 2012-ReCALL
TL;DR: The analysis suggests that the game provided access to an environment conducive to forms of collaborative target language use and social interaction identified as beneficial in the sociocultural account of language development.
Abstract: This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG) Twelve illustrative episodes drawn from the participants' text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a sociocultural perspective Qualitative analysis reveals the presence of interactional features associated with the development of sociocultural competence Throughout this study the learners successfully engaged in collaborative social interaction involving dialogue, conducted exclusively in the target language Participants made appropriate use of politeness involving greetings, informal language, small talk, humor, and leave-takings, as a means to support the operation of collaborative interpersonal relationships These relationships appeared based on reciprocity, friendship, and teamwork They were effective in facilitating the creation of a low stress atmosphere characterized by social cohesion that was conducive to co-construction, and the consistent production of coherent target language output The data indicates that the learners were able to jointly establish, and maintain, states of intersubjectivity through the use of continuers, and requests for assistance relevant to in-game tasks Learner feedback was positive, and suggests that although the participants found the game play challenging, as this research progressed they became increasingly comfortable as their familiarity with the game increased Aspects of participation identified by the learners as beneficial included opportunities for risk-taking, enhanced fluency practice, and exposure to vocabulary not normally encountered in regular language classes The analysis suggests that the game provided access to an environment conducive to forms of collaborative target language use and social interaction identified as beneficial in the sociocultural account of language development

139 citations


Journal ArticleDOI
01 Apr 2012-ReCALL
TL;DR: It was concluded that the use of the MALL learning module encouraged study without teacher intervention, i.e., self study, in terms of time spent on learning tasks, levels of satisfaction derived from the tasks, and self-measured achievement.
Abstract: This paper reports a project in which researchers at universities in Japan explored the use of Mobile Assisted Language Learning (MALL) practices by developing a learning module intended to help improve students' scores on the TOEIC Listening and Reading Tests. MALL practices are currently being developed at universities in Japan because almost all students have mobile phones, many of them have had informal learning experiences with mobile devices, and students are integrating the communication and information gathering capabilities of mobile technology into their own lifestyles. The private nature of mobile phone communication may create barriers when students are asked to use personal mobile phones for school-centered learning activities. In this study a Nintendo DS mobile was used because it was affordable and students were familiar with this device for game playing and learning activities. In addition, because this device does not have the same telephone, messaging, and Internet functions that have made mobile phones an integral part of students' private lives, a device such as the Nintendo DS may be a neutral mobile platform for the development of MALL activities which could later be adapted and transferred for use on private mobile phones. The primary aim of this study was to discover whether certain MALL practices would foster an advanced form of self-study, self-regulated learning (SRL). In SRL students take responsibility for arousing and sustaining their own motivation in order to make, carry out, and evaluate strategic learning plans. It was concluded that the use of the MALL learning module encouraged study without teacher intervention, i.e., self study, in terms of time spent on learning tasks, levels of satisfaction derived from the tasks, and self-measured achievement. Furthermore, SRL was observed in terms of the specificity of the goals, the customized creation of learning tasks and their in-class applications.

133 citations


Journal ArticleDOI
01 Apr 2012-ReCALL
TL;DR: Investigating how non-specialist language learners use the Internet in their spare time to read and listen to English, and also communicate in English, notably in online communities through social networking websites looks particularly at the dynamics of these phenomena.
Abstract: This article discusses the informal learning of English by non-native speakers with particular reference to the role of virtual communities. The concept of informal learning is presented and related to current areas of interest in the literature such as incidental learning, and dynamic systems theory. Our research investigates how non-specialist language learners use the Internet in their spare time to read and listen to English, and also communicate in English, notably in online communities through social networking websites. The study looks particularly at the dynamics of these phenomena by studying a small number of non-native users of English over a period of two months. The results of this research will be used to question the relevance of the learner autonomy paradigm, which has been a cornerstone of language learning policy in Europe for the past thirty years.

106 citations


Journal ArticleDOI
Mark Peterson1
01 Jan 2012-ReCALL
TL;DR: The findings suggest that Second Life provides an arena for learner centered social interaction that offers valuable opportunities for target language practice, and the development of autonomy.
Abstract: This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer Assisted Language Learning (CALL). The discussion then focuses on an investigation of the Second Life-based text chat of learners located at a university in Japan. Data analysis reveals that the environment, and tasks, elicited types of collaborative interaction hypothesized as beneficial in the sociocultural account of language development. Collaborative interaction identified in the data involved peer-scaffolding focusing on lexis, and correction. The data further showed that the participants actively maintained a supportive atmosphere through the provision of utterances designed to signal interest, and the extensive use of positive politeness. These factors facilitated social cohesion, intersubjectivity, and the consistent production of coherent target language output focused on the tasks. Participant feedback was broadly positive, and indicates that specific features of Second Life such as individual avatars, coupled to the computer-based nature of the interaction, appeared to enhance discourse management, engagement, and participation. The findings suggest that Second Life provides an arena for learner centered social interaction that offers valuable opportunities for target language practice, and the development of autonomy. Areas of potential for future research are identified.

100 citations


Journal ArticleDOI
01 Sep 2012-ReCALL
TL;DR: Suggestions are made for the design of learning environments based on affordances for coaction and rich communicative activities and the reconceiving of language learning as skilled linguistic action grounded in situated learning and participation in intercultural, technology-mediated L2 networks.
Abstract: Applying Communicative Project theory (Linell, 2009), we identify and distinguish between the different coordination and language activities that emerged during an episode of World of Warcraft (WoW) gameplay involving English Language learners (ELLs). We further investigate ELLs' coordinations between killing and caring, self and others, in which language and action arise. Using multimodal analysis, we found: 1) a diverse tapestry of communicative activities unlikely to match what would be found in a classroom environment; 2) that the values realizing involved in killing (a typical action in WoW) demonstrates a strong covariate tie with caring; and 3) that players' values realizing is multi-layered, heterarchical and dynamic at a given time and space of situated interaction. We conclude by making suggestions for 1) the design of learning environments based on affordances for coaction and rich communicative activities and 2) the reconceiving of language learning as skilled linguistic action (Cowley, in press ) grounded in situated learning and participation in intercultural, technology-mediated L2 networks.

84 citations


Journal ArticleDOI
01 Sep 2012-ReCALL
TL;DR: Findings indicate that the type of CF should be considered in the design of effective and enjoyable educational games, as it can be perceived as a measure of performance, and harm learners’ perception of competence.
Abstract: This paper aims to provide a rationale for the utility of corrective feedback (CF) in digital games designed for language learning, with specific reference to learners' perceptions. Explicit and elaborate CF has the potential to increase learners' understanding of language, but might not be found useful in a game-based learning environment where the primary focus for the learner is on meaningful interaction and experiential learning. Also, as CF can be perceived as a measure of performance, it could harm learners' perception of competence. Eighty-three learners of English as a foreign language participated in a mixed-method experimental study that aimed to first explore the perceived usefulness of, and preferences for, explicit and implicit CF in an immersive educational game, and to secondly chart the relation between learners' perceptions of CF as they pertain to three individual difference factors related to learners' self-perception, namely intrinsic goal orientation, perceived competence and game experience. Survey and interview data showed that CF was found to be generally useful. A regression model indicated that the three measures of self-perception affected learners' perceptions of explicit CF positively, and that there was no impact on perceptions of implicit CF. Further, learners reported having enjoyed the implicit CF, although they did not find it particularly useful for learning. These findings indicate that the type of CF should be considered in the design of effective and enjoyable educational games.

Journal ArticleDOI
01 Apr 2012-ReCALL
TL;DR: The results show that the effect of different captions in multimedia L2 learning with respect to vocabulary acquisition and reading comprehension depend on students’ L2 proficiency.
Abstract: This study aims to explore the impact of different captions on second language (L2) learning in a computer-assisted multimedia context. A quasi-experimental design was adopted, and a total of thirty-two eighth graders selected from a junior high school joined the study. They were systematically assigned into four groups based on their proficiency in English; these groups were shown animations with English narration and one of the following types of caption: no captions (M1), Chinese captions (M2), English captions (M3), and Chinese plus English captions (M4). A multimedia English learning program was conducted; the learning content involved two scientific articles presented on a computer. To track the learning process, data on oral repetition were collected after each sentence or scene was played. A post-test evaluation and a semi-structured interview were conducted immediately after viewing. The results show that the effect of different captions in multimedia L2 learning with respect to vocabulary acquisition and reading comprehension depend on students' L2 proficiency. With English and Chinese + English captions, learners with low proficiency performed better in learning English relative to those who did not have such captions. Students relied on graphics and animation as an important tool for understanding English sentences.

Journal ArticleDOI
01 Jan 2012-ReCALL
TL;DR: The study concerns the development of autonomy in adult learners working on an online learning platform as part of a professional master's degree programme in “French as a Foreign Language” and shows that the factors of autonomisation for online learning are interconnected.
Abstract: This study concerns the development of autonomy in adult learners working on an online learning platform as part of a professional master's degree programme in "French as a Foreign Language". Our goal was to identify the influence of reflective and collaborative dimensions on the construction of autonomy for online learners in this programme. The material used was 27 self-analysis papers in response to an assignment which asked students to review their distance learning experience (reflective dimension) and to highlight the role of others, if any, in their learning (collaborative dimension). In addition to these two major points, the analysis by category of the body of results shows principally that in qualitative terms, the factors of autonomisation for online learning are interconnected and include: the difficulties related to distance learning and the strategies that learners develop to face those difficulties, the importance of interpersonal relationships in social and emotional terms in overcoming those difficulties, the specific modes of sociability developed for distance learning and the related development of a new type of autonomy that is both individual and collective. The discussion examines the creation, over the course of time, of a new "distance learning culture" that is nonetheless never easy to create and share.

Journal ArticleDOI
01 Jan 2012-ReCALL
TL;DR: It is suggested that the differences in the environments are reflected in the learners’ perception of social presence.
Abstract: This study adopts a case study approach to investigate the impacts of synchronous computer-mediated communication (CMC) learning environments on learners' perception of social presence. The participants were twelve French as a foreign language (FFL) beginners in a Taiwanese university. Divided into three groups, they conducted some tasks in three different learning environments (video/audio, audio and face-to-face) during an academic semester. Before each oral task, all the participants had to conduct the same task in synchronous text chat. The participants' interview transcriptions, learning journals and the instructor's observation journal provided information about the impacts of each environment on their perception of social presence. The results of the study suggested that the differences in the environments are reflected in the learners' perception of social presence.

Journal ArticleDOI
01 Apr 2012-ReCALL
TL;DR: The study reveals that effective authorial stance-taking plays a critical role in effective academic argument, and to better assist L2 academic writers, incorporating more (con)textual examples in computer corpora tools is recommended.
Abstract: Presenting a persuasive authorial stance is a major challenge for second language (L2) writers in writing academic research. Failure to present an effective authorial stance often results in poor evaluation, which compromises a writer's research potential. This study proposes a "textlinguistic" approach to advanced academic writing to complement a typical corpus approach that is oriented toward exploring lexico-grammatical patterns at the sentence level. A web-based stance corpus was developed which allowed the users to study both the linguistic realizations of stance at clause/sentence level and how stance meanings are made at the rhetorical move level. The assumptions the study tested included: (1) whether a textlinguistic approach assists L2 writers to polish their research argument particularly as a result of improved stance deployment, and (2) whether the web-based corpus tool affords a constructivist environment which prompts the learners to infer linguistic patterns to attain deeper understanding. Seven L2 doctoral students in the social sciences were recruited. The results indicate a positive relationship between writing performance and more accurate use of stance. However, the application of higher order cognitive skills (e.g., inferring and verifying) was infrequent in the corpus environment. Instead, the writers used more lower-level cognitive skills (e.g., making sense and exploring) to learn. The participants accessed the integrated "context examples" most frequently to guide their learning, followed by rhetorical "move examples" and clause-based "stance examples". This suggests that the learning of stance is critically contingent on the surrounding contexts. Overall, the study reveals that effective authorial stance-taking plays a critical role in effective academic argument. To better assist L2 academic writers, incorporating more (con)textual examples in computer corpora tools is recommended.

Journal ArticleDOI
01 Apr 2012-ReCALL
TL;DR: This paper illustrates how a freely available online corpus has been exploited in a module on teaching business letters covering the following four speech acts (functions) commonly found in business letters: invitations, requests, complaints and refusals.
Abstract: This paper illustrates how a freely available online corpus has been exploited in a module on teaching business letters covering the following four speech acts (functions) commonly found in business letters: invitations, requests, complaints and refusals. It is proposed that different strategies are required for teaching potentially non-face-threatening (invitations, requests) and face-threatening (complaints, refusals) speech acts. The hands-on pedagogic activities follow the 'guided inductive approach' advocated by Johansson (2009) and draw on practices and strategies covered in the literature on using corpora in language learning and teaching, viz. the need for 'pedagogic mediation', and the 'noticing' hypothesis from second language acquisition studies.

Journal ArticleDOI
01 Jan 2012-ReCALL
TL;DR: The results show that the optional task yielded significantly more learner output, both in terms of target language and c-unit counts, and the impact of the condition appears to be mixed, favoring the synchronous mode.
Abstract: This study investigates the effects of an optional and required (jigsaw) task on learners' quantity and quality of use of language under synchronous and asynchronous conditions. The question raised is: Does performing either of these task types under synchronous conditions cause a compounding effect that either positively or negatively impacts language production? Eighty-six beginning learners of German participated in this study. The results show that the optional task yielded significantly more learner output, both in terms of target language and c-unit counts. The impact of the condition appears to be mixed, favoring the synchronous mode. Regarding quality, students produced fewer errors when performing the required than the optional task. The results of this study have implications for task design and implementation in online learning environments.

Journal ArticleDOI
01 Jan 2012-ReCALL
TL;DR: Development of a prototype tool which shows how learners can be helped to reflect upon the accuracy of their writing, and prompting learners’ awareness of language use, particularly tense and aspect is reported on.
Abstract: This paper reports on the development of a prototype tool which shows how learners can be helped to reflect upon the accuracy of their writing. Analysis of samples of freely written texts by intermediate and advanced learners of English as a foreign language (EFL) showed evidence of weakness in the use of tense and aspect. Computational discourse modelling techniques were applied to the data to generate semantic models of fragments of the narratives with particular focus on their temporal structure. These models have been converted into dynamic graphical representations of the temporal relationships between discourse events as the narratives are written. The system also provides access to the ontology devised to model individual events and this offers learners insights into the events' semantic properties. These techniques provide the basis for a stimulating learning tool capable of capturing key elements of written narratives, and prompting learners' awareness of language use, particularly tense and aspect.