7 research outputs found
L2 Gamers’ Use of Learning and Communication Strategies in Massively Multiplayer Online Games (MMOs): An Analysis of L2 Interaction in Virtual Online Environments
The purpose of this chapter is twofold: (1) to review the benefits of digital game-based language learning (DGBLL), specifically massively multiplayer online games (MMOs), and (2) to present research investigating the design elements of MMOs that can be beneficial for second language acquisition (SLA). Data were gathered from volunteer ESL learners playing the MMO Guild Wars 2 over the course of four weeks. The findings from the research indicate that MMOs with design elements like Guild Wars 2 are beneficial to SLA primarily because they provide opportunities for interaction in the target language through participation in collaborative problem-solving gaming tasks. The results of the research presented in this chapter show (1) that the requirements of input and output for successful gaming allow for a type of interaction in which the focus on language form leads to modified-output, (2) that players have opportunities to negotiate input as a means of completing in-game tasks, and (3) that in-game tasks resemble well-designed classroom instructional tasks believed to be beneficial for SLA
English Language Learner Motivation in the Digital Technology Classroom
This chapter investigates learner motivation in an English as a foreign language writing classroom in an Indonesian university. Its originality arises from the fact that no substantive studies have explored learner motivation in the digital classroom in Indonesian higher education. A mixed methods data collection process was conducted involving 144 students from three-year groups who responded to an online questionnaire. Two classes from Year 1 (47 students) were taken as a sample to observe the learning process between an existing group that was introduced to the learning of English writing through Edmodo. The other group used traditional materials for their writing tasks. The findings are significant in that the high levels of motivation reported by the students were not reflected in the way they completed their writing tasks as the use of technology affected their motivation in complex ways. In conclusion, the study encourages future research in Indonesia that measures English students' motivation and technology-mediated writing task performance through longitudinal studies