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McNeil, Levi – ReCALL, 2020
This descriptive study investigated the implementation of student-selected, entertainment-purposed digital games for foreign language teaching and learning. During a 15-week semester, 16 Korean EFL students enrolled in an introductory educational technology course played online games, visited gaming sites, and completed instructional tasks.…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Second Language Instruction
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Jabbari, Nasser; Eslami, Zohreh R. – ReCALL, 2019
This review examines the second language acquisition (SLA) literature with regard to the role of "massively multiplayer online games" (MMOGs) in second language (L2) learning. It focuses on commercially developed off-the-shelf (COTS) MMOGs only (some of them modified for educational purposes such as Reinders' & Wattana's work). It…
Descriptors: Second Language Learning, Computer Games, Second Language Instruction, Role
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Newgarden, Kristi; Zheng, Dongping – ReCALL, 2016
In this study of affordances for second language (L2) learning in World of Warcraft (WoW) group play, we compared three gameplay episodes spanning a semester-long course. Applying multimodal analysis framed by ecological, dialogical and distributed (EDD) views (Zheng and Newgarden, forthcoming), we explored four English as a second language…
Descriptors: Second Language Learning, Second Language Instruction, Computer Simulation, Computer Games
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Neville, David O. – ReCALL, 2015
The article reports on a mixed-methods study evaluating the use of a three-dimensional digital game-based language learning (3D-DGBLL) environment to teach German two-way prepositions and specialized vocabulary within a simulated real-world context of German recycling and waste management systems. The study assumed that goal-directed player…
Descriptors: Mixed Methods Research, Educational Games, Video Games, Computer Games
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Rama, Paul S.; Black, Rebecca W.; van Es, Elizabeth; Warschauer, Mark – ReCALL, 2012
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…
Descriptors: Computer Assisted Instruction, Second Language Learning, Participant Observation, Computer Games
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Sylven, Liss Kerstin; Sundqvist, Pia – ReCALL, 2012
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…
Descriptors: Academic Achievement, Virtual Classrooms, Evidence, Achievement Tests