TY - JOUR
T1 - Foreign ludicity in online role-playing games
AU - Liang, Mei Ya
N1 - Funding Information:
This research has been jointly funded by the Teaching and Learning Development Center at National Central University (985816-1) and National Science Council of Taiwan (100-2410-H-008-056). I would like to thank participating students and, in particular, Chang-Pei Tsai, Hsiao-Hsuan Ku, and Yu-Hui Huang, for their assistance and discussion. I am grateful to the editors and reviewers of this journal for their insightful suggestions on earlier versions of this article.
PY - 2012/12
Y1 - 2012/12
N2 - This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in Second Life, and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was analyzed and further discussed in six vignettes based on a revised framework of form-based, semantic, and pragmatic play. This study discovered that students' collaborative and competitive role-playing creates and transforms languages and activities, such as puzzle solving, verbal dueling, word games, and ritual performances. As a pedagogic device, online role-playing games appear to facilitate foreign language play through appropriate use of environmental resources, virtual characters, hybrid codes, and collaborative activities.
AB - This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in Second Life, and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was analyzed and further discussed in six vignettes based on a revised framework of form-based, semantic, and pragmatic play. This study discovered that students' collaborative and competitive role-playing creates and transforms languages and activities, such as puzzle solving, verbal dueling, word games, and ritual performances. As a pedagogic device, online role-playing games appear to facilitate foreign language play through appropriate use of environmental resources, virtual characters, hybrid codes, and collaborative activities.
KW - foreign language play
KW - role-playing games
KW - Second Life
UR - http://www.scopus.com/inward/record.url?scp=84869403327&partnerID=8YFLogxK
U2 - 10.1080/09588221.2011.619988
DO - 10.1080/09588221.2011.619988
M3 - 期刊論文
AN - SCOPUS:84869403327
SN - 0958-8221
VL - 25
SP - 455
EP - 473
JO - Computer Assisted Language Learning
JF - Computer Assisted Language Learning
IS - 5
ER -