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Eng How Lim; Sompatu Vungthong; Wannapa Trakulkasemsuk – LEARN Journal: Language Education and Acquisition Research Network, 2024
With the advent of online gaming becoming such an inherent part of popular culture, the issue of toxicity, particularly in online competitive games, has never been more relevant. In the /all chat, however, where communication between players of opposing teams is expected to be hostile, there have been debates in community forums about whether that…
Descriptors: Synchronous Communication, Negative Attitudes, Video Games, Computers
Boris Vazquez-Calvo; Steven L. Thorne – Journal of Language, Identity, and Education, 2025
For fans of popular cultural products, digitization has meant the configuration of affinity spaces online and opportunities for learning in the "digital wilds," including incidental language learning and identity development. Through online multiparty written interaction, we explored how 15 Catalan-speaking gamers organized themselves to…
Descriptors: Foreign Countries, Video Games, Translation, Romance Languages
Anna R. Oliveri; Jeffrey Paul Carpenter – Information and Learning Sciences, 2024
Purpose: The purpose of this conceptual paper is to describe how the affinity space concept has been used to frame learning via social media, and call for and discuss a refresh of the affinity space concept to accommodate changes in social media platforms and algorithms. Design/methodology/approach: Guided by a sociocultural perspective, this…
Descriptors: Social Media, Learning Strategies, Algorithms, Informal Education
Matilda Ståhl; Katri Hansell; Sandra Bäck; Mattias Wingren – International Journal of Game-Based Learning, 2025
Playing video games engages children and youth and offers a potential for learning in general and situated language learning in particular. The aim of this paper is to explore the situated conditions and affordances for facilitating in-game interaction, as well as to discuss the language learning potential and educational implications of these…
Descriptors: Video Games, Cooperative Learning, Interaction, Children
Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
Jing Yan; Scott Grant; Hui Huang – Educational Technology & Society, 2025
Many studies have examined the factors that influence second language interaction, such as task type and communication mode, i.e., face-to-face and computer-mediated communication through online mode. However, there is a paucity of research that has investigated the effects of task type on negotiation of meaning (NoM), a specific type of…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Task Analysis
Yu Xia; Shulong Yan; Mengying Jiang – Information and Learning Sciences, 2024
Purpose: The rapid emergency remote teaching has moved informal learning programs online including makerspaces, which has created an opportunity for harnessing the benefits of virtual makerspaces. This study reports on findings from three club designers and facilitators' reflections on a fully virtual maker club offered in the summer of 2023. This…
Descriptors: Creative Activities, Shared Resources and Services, Computer Mediated Communication, Clubs