Derleme
BibTex RIS Kaynak Göster
Yıl 2018, Cilt: 1 Sayı: 3, 1 - 10, 09.09.2018
https://doi.org/10.31681/jetol.436100

Öz

Kaynakça

  • Achterbosch, L., Pierce, R. and Simmons, G. (2008). Massively Multiplayer Online Role-Playing Games: The Past, Present, and Future. Computers in Entertainment, 5(4), Article 9.
  • Bax, S. (2003). CALL—Past, Present and Future. System, 31(1), pp.13-28.
  • Chen, D. (2015). Gamer Perception of Language Learning and L2 Interaction in MMORPGs. Master's thesis. Utrecht University.
  • Chik, A. (2011). Learner Autonomy Development through Digital Gameplay. Journal of Digital Culture & Education, 3(1), pp.30-45.
  • Cornillie, F., Thorne, S. and Desmet, P. (2012). ReCALL special issue: Digital Games for Language Learning: Challenges and Opportunities. ReCALL, 24(03), pp.243-256.
  • Dörnyei, Z. (2001). Teaching and Researching Motivation. London: Longman.
  • Dörnyei, Z. (2014). Researching Complex Dynamic Systems: "Retrodictive Qualitative Modelling" in the Language Classroom. Language Teaching, 47(1), pp.80-91.
  • Friedman, A., Hartshorne, R. and VanFossen, P. (2008). The Emerging Role of Synthetic Worlds and Massively Multiplayer Online Role-Playing Games (MMORPGs) in Social Studies and Citizenship. In: R. Ferdig, ed., Handbook of Research on Effective Electronic Gaming in Education. Hershey, PA: IGI, pp.235-250.
  • Gee, J. (2007). What Video Games Have To Teach Us About Learning And Literacy. New York: Palgrave Macmillan.
  • Hubbard, P. (1991). Evaluating Computer Games for Language Learning. Simulation & Gaming, 22(2), pp.220-223.
  • Larsen-Freeman, D. and Cameron, L. (2008). Complex Systems and Applied Linguistics. Oxford: Oxford University Press.
  • Neville, D. (2009). In the Classroom: Digital Game-based Learning in Second Language Acquisition. The Language Educator, 4(6), pp.37-41.
  • Peterson, M. (2011). Digital Gaming and Second Language Development: Japanese Learners Interactions in a MMORPG. Digital Culture & Education, 3(1), pp.56-73.
  • Peterson, M. (2012). Language Learner Interaction in a Massively Multiplayer Online Role-Playing Game. In: H. Reinders, ed., Digital Games in Language Learning and Teaching. Basingstoke, UK: Palgrave MacMillan, pp.70-92.
  • Polygon. (2014). Blizzard reaches 100M lifetime World of Warcraft accounts. [online] Available at: https://www.polygon.com/2014/1/28/5354856/world-of-warcraft-100m-accounts-lifetime [Accessed 9 Apr. 2018].
  • Rama, P., Black, R., Van Es, E. and Warschauer, M. (2012). Affordances for Second Language Learning in World of Warcraft. ReCALL, 24(03), pp.322-338.
  • Reinders, H. and Wattana, S. (2014). Can I Say Something? The Effects of Digital Game Play on Willingness to Communicate. Language Learning & Technology, 18(02), pp.101-123.
  • Ryan, R. and Deci, E. (2000). Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being. American Psychologist, 55(1), pp.68-78.
  • Scholz, K. and Schulze, M. (2017). Digital-Gaming Trajectories and Second Language Development. Language Learning & Technology, 21(1), pp.99-119.
  • Selwyn, N. (2011). Schools and Schooling in the Digital Age. London: Routledge.
  • Strachan, R., Kongmee, I. and Pickard, A. (2016). Using Massively Multiplayer Role Playing Games (MMORPGs) to support Second Language Learning: A Case Study of the Student Journey. In: K. Terry and A. Cheney, ed., Utilizing Virtual and Personal Learning Environments for Optimal Learning. Hershey, PA: IGI Global, pp.87-110.
  • Sylvén, L. and Sundqvist, P. (2012). Gaming as Extramural English L2 Learning and L2 Proficiency among Young Learners. ReCALL, 24(03), pp.302-321.
  • Van Eck, R. (2009). A Guide to Integrating COTS Games into Your Classroom. In: R. Ferdig, ed., Handbook of Research on Effective Electronic Gaming in Education. Hershey, PA: Information Science Reference, pp.179-199.
  • Van Lier, L. (2000). From Input to Affordance: Social-interactive Learning from an Ecological Perspective. In: J. Lantolf, ed., Sociocultural Theory and Second Language Learning. New York: Oxford University Press, pp.245-259.
  • Vygotsky, L. (1978). Mind in Society. Cambridge, MA.: Harvard University Press.
  • Warschauer, M. (2000). CALL for the 21st Century. In: IATEFL and ESADE Conference.
  • Warschauer, M. and Healey, D. (1998). Computers and Language Learning: An Overview. Language Teaching, 31(02), pp.57-71.
  • Wu, M., Richards, K. and Saw, G. (2014). Examining a Massive Multiplayer Online Role-Playing Game as a Digital Game-Based Learning Platform. Computers in the Schools, 31(1-2), pp.65-83.
  • Yee, N. (2006). Motivations for Play in Online Games. Cyber Psychology & Behavior, 9(6), pp.772-775.

The Role of Massively Multiplayer Online Role-Playing Games in Extramural Second Language Learning: A Literature Review

Yıl 2018, Cilt: 1 Sayı: 3, 1 - 10, 09.09.2018
https://doi.org/10.31681/jetol.436100

Öz

In recent years, digital game-based language learning has gained a
considerable amount of recognition from researchers and educators alike.
Emerging as one of the most popular digital game genres, massively multiplayer
online role-playing games (MMORPGs) have been at the forefront of online gaming
communities and their popularity has stretched/expanded to the pedagogical
field of second language learning. While the relationship between online gaming
and language acquisition is amply documented in various studies, these have
mainly been in controlled and formal contexts (where player/students
participate in gaming sessions observed by a teacher/researcher in a classroom
setting). Therefore, this literature review particularly focuses on the lesser-studied
aspect of digital gaming; namely in extramural settings of digital engagement.
Published within the last six years, journal articles on this subject have been
perused and five have been chosen as part of this overview which does not aim
at discussing the implementation of digital games into curricula but rather at
presenting the sociocultural and collaborative nature of the gaming experience.
This review also draws attention to common treads within the articles and
points at certain niches for improvement.

Kaynakça

  • Achterbosch, L., Pierce, R. and Simmons, G. (2008). Massively Multiplayer Online Role-Playing Games: The Past, Present, and Future. Computers in Entertainment, 5(4), Article 9.
  • Bax, S. (2003). CALL—Past, Present and Future. System, 31(1), pp.13-28.
  • Chen, D. (2015). Gamer Perception of Language Learning and L2 Interaction in MMORPGs. Master's thesis. Utrecht University.
  • Chik, A. (2011). Learner Autonomy Development through Digital Gameplay. Journal of Digital Culture & Education, 3(1), pp.30-45.
  • Cornillie, F., Thorne, S. and Desmet, P. (2012). ReCALL special issue: Digital Games for Language Learning: Challenges and Opportunities. ReCALL, 24(03), pp.243-256.
  • Dörnyei, Z. (2001). Teaching and Researching Motivation. London: Longman.
  • Dörnyei, Z. (2014). Researching Complex Dynamic Systems: "Retrodictive Qualitative Modelling" in the Language Classroom. Language Teaching, 47(1), pp.80-91.
  • Friedman, A., Hartshorne, R. and VanFossen, P. (2008). The Emerging Role of Synthetic Worlds and Massively Multiplayer Online Role-Playing Games (MMORPGs) in Social Studies and Citizenship. In: R. Ferdig, ed., Handbook of Research on Effective Electronic Gaming in Education. Hershey, PA: IGI, pp.235-250.
  • Gee, J. (2007). What Video Games Have To Teach Us About Learning And Literacy. New York: Palgrave Macmillan.
  • Hubbard, P. (1991). Evaluating Computer Games for Language Learning. Simulation & Gaming, 22(2), pp.220-223.
  • Larsen-Freeman, D. and Cameron, L. (2008). Complex Systems and Applied Linguistics. Oxford: Oxford University Press.
  • Neville, D. (2009). In the Classroom: Digital Game-based Learning in Second Language Acquisition. The Language Educator, 4(6), pp.37-41.
  • Peterson, M. (2011). Digital Gaming and Second Language Development: Japanese Learners Interactions in a MMORPG. Digital Culture & Education, 3(1), pp.56-73.
  • Peterson, M. (2012). Language Learner Interaction in a Massively Multiplayer Online Role-Playing Game. In: H. Reinders, ed., Digital Games in Language Learning and Teaching. Basingstoke, UK: Palgrave MacMillan, pp.70-92.
  • Polygon. (2014). Blizzard reaches 100M lifetime World of Warcraft accounts. [online] Available at: https://www.polygon.com/2014/1/28/5354856/world-of-warcraft-100m-accounts-lifetime [Accessed 9 Apr. 2018].
  • Rama, P., Black, R., Van Es, E. and Warschauer, M. (2012). Affordances for Second Language Learning in World of Warcraft. ReCALL, 24(03), pp.322-338.
  • Reinders, H. and Wattana, S. (2014). Can I Say Something? The Effects of Digital Game Play on Willingness to Communicate. Language Learning & Technology, 18(02), pp.101-123.
  • Ryan, R. and Deci, E. (2000). Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being. American Psychologist, 55(1), pp.68-78.
  • Scholz, K. and Schulze, M. (2017). Digital-Gaming Trajectories and Second Language Development. Language Learning & Technology, 21(1), pp.99-119.
  • Selwyn, N. (2011). Schools and Schooling in the Digital Age. London: Routledge.
  • Strachan, R., Kongmee, I. and Pickard, A. (2016). Using Massively Multiplayer Role Playing Games (MMORPGs) to support Second Language Learning: A Case Study of the Student Journey. In: K. Terry and A. Cheney, ed., Utilizing Virtual and Personal Learning Environments for Optimal Learning. Hershey, PA: IGI Global, pp.87-110.
  • Sylvén, L. and Sundqvist, P. (2012). Gaming as Extramural English L2 Learning and L2 Proficiency among Young Learners. ReCALL, 24(03), pp.302-321.
  • Van Eck, R. (2009). A Guide to Integrating COTS Games into Your Classroom. In: R. Ferdig, ed., Handbook of Research on Effective Electronic Gaming in Education. Hershey, PA: Information Science Reference, pp.179-199.
  • Van Lier, L. (2000). From Input to Affordance: Social-interactive Learning from an Ecological Perspective. In: J. Lantolf, ed., Sociocultural Theory and Second Language Learning. New York: Oxford University Press, pp.245-259.
  • Vygotsky, L. (1978). Mind in Society. Cambridge, MA.: Harvard University Press.
  • Warschauer, M. (2000). CALL for the 21st Century. In: IATEFL and ESADE Conference.
  • Warschauer, M. and Healey, D. (1998). Computers and Language Learning: An Overview. Language Teaching, 31(02), pp.57-71.
  • Wu, M., Richards, K. and Saw, G. (2014). Examining a Massive Multiplayer Online Role-Playing Game as a Digital Game-Based Learning Platform. Computers in the Schools, 31(1-2), pp.65-83.
  • Yee, N. (2006). Motivations for Play in Online Games. Cyber Psychology & Behavior, 9(6), pp.772-775.
Toplam 29 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Eğitim Üzerine Çalışmalar
Bölüm Makaleler
Yazarlar

Soner Yaşar 0000-0001-9418-7299

Yayımlanma Tarihi 9 Eylül 2018
Yayımlandığı Sayı Yıl 2018 Cilt: 1 Sayı: 3

Kaynak Göster

APA Yaşar, S. (2018). The Role of Massively Multiplayer Online Role-Playing Games in Extramural Second Language Learning: A Literature Review. Journal of Educational Technology and Online Learning, 1(3), 1-10. https://doi.org/10.31681/jetol.436100


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