CHAPTER 2
LITERATURE REVIEW
2.1 Overview Studies
The two primary
overview studies are ‘Current Trends in Online Language Learning,’ by Robert J.
Blake (2011), and ‘New technologies to support language learning,’ by Kervin
& Derewianka (2011).
In the article ‘Current Trends in Online Language Learning’
(2011), Robert J. Blake serves to provide an overview of studies in
online language learning (henceforth: OLL), making very few of his own value
judgments or conclusions. The article
covers four areas: online learning in
general, CALL (computer assisted language learning), social computing (ie.
social networking sites, blogs), and games for language learning. It begins by covering online learning in
general, dividing OLL into 3 models: web-facilitated, hybrid, and totally
virtual. Blake cites information stating
that in the last decade online course growth has been about 19%, while overall
enrollments have grown by only 1.5%.
Furthermore, efficacy studies “showed that students who took all or part
of their classes online performed better than those in traditional face-to-face
learning environments.” (Blake, 2011, p.
21). Students in hybrid courses did
best. According to studies cited, the greatest value lies in that OLL
environments “stimulate students to spend more time engaged with the second
language (L2) materials.” (ibid)
Blake goes on to
discuss tutorial CALL, which he states generally consists of ‘drill-and-kill’
type grammar exercises. The next
function of CALL Blake deals with is the use of computers to aid learners in
improving both reading ability and lexis acquisition. He makes two important points here. The first is that “developing an adequate L2
lexicon will not happen without some form of explicit instruction or graded
reading program”, and that the computer can be of help in this regard by
“tracking students’ lexical problems and providing them with multiple exposures
to new words through graded texts, glossing, or explicit instruction” (ibid, p.
22). This is very much in line with
Vygostsky’s idea of dynamic assessment and its application to C-DA (computer-aided dynamic assessment), which
“would likely follow an interventionist model with mediation offered from a
menu of predetermined clues, hints and leading questions selected in a
lock-step fashion ...C-DA tracks learners’ errors as well as the precise forms
of mediation that prove beneficial” (Lantolf & Poehner, 2010, p. 282) The
second point he makes is that, with regard to reading comprehension, “students
with access to multimedia glosses (i.e. text plus picture) outperformed all
other groups” (Blake, 2011, p. 23).
Even more
attuned to the concept of C-DA is Intelligent CALL (iCALL), which is the next
topic of Blake’s review. iCALL utilizes
“a modicum of artificial intelligence”, and “seeks to individualize instruction
by using a record of students’ previous exchanges to determine further
instruction”. As a result, it “should
be designed to anticipate students’ mistakes, offer helpful suggestions, and
keep track of their behavior while using the program.” (ibid, p. 24) Because of the rather technical nature of
Blake’s explanation, he fails to convey the excitement of the fact that iCALL
is, at heart, interaction with an extremely smart computer that tracks one’s
mistakes and the types of clues which help one to overcome them. Kervin & Derewianka, in their review of
similar scope, note that iCALL programs “enable interaction with a ‘patient
tutor’,” that they “are generally free or cheap, they engender confidence, they
can ‘converse’ on a wide range of topics and engage in lengthy interactions,
and they can take on ‘personalities’ and learn as they interact, ensuring
novelty.” (Kervin & Derewianka, cited
in Tomlinson, 2011, p. 335) While
Kervin & Derewianka comment on a few such programs for English learning,
such as Jabberwock and ‘chatterbot’, according to Blake, there are so far
unfortunately no such programs for English.
Accordingly, Blake
provides brief reviews of three iCALL programs for other languages: E-Tutor for German, Tagarela
for Portuguese, and Robo-Sensei for Japanese.
Blake continues
by outlining developments in the use of Social Computing CALL in language
teaching. This consists of both
asynchronous and synchronous CMC (computer-mediated communication). Asynchronous CMC includes blogs, wikis,
email, and forums, while synchronous CMC includes various forms of chat, as
well as audio enhanced communication such as Skype. Blake notes the advantages of CMC - it “gives
both the instructors and students the ability to direct the conversational flow
... [and] allows instructors and learners to engage in meaningful negotiations
with all of the positive benefits associated with scaffolding” (Blake, 2011, p.
26). He goes on to explain how it has
been used in task-based language learning, through jigsaw tasks, information
gap and open ended activities. Other
studies cited demonstrate CMC’s effectiveness in exercises requiring cultural
negotiation between native and non-native speakers.
While Blake
provides an overview of games, he seems to offer very little understanding of
games, gaming and what actually makes games motivating. He describes the categories of single-player,
2 player and MMO (massively multiple online) games (such as World of Warcraft, Second Life or Halo). He outlines some important if obvious points,
namely that “games foster agency,” that “games are always task-oriented or
focused on play and often are accomplished by working in groups” and that
“games let players be producers, not just consumers, by promoting agency,
control and ownership.” (Blake, 2011, p. 28)
Blake provides a
cursory review of a number of ‘games’ (the term is used loosely here),
including Forgotten World (www.learninggamesnetwork.org), and Languagelab.com’s
presence in Second Life (www.secondlife.com) as well as a few
others. However, considering how recent
his paper is, it is interesting to see that he makes no mention of the British
Council or Avatar English’s more intriguing uses of the Second Life platform as detailed by Kervin and Derewianka in their
publication of the same year. They
describe the British Council’s offering as “an island within Teen Second Life
which is a self-access centre geared towards the learning of English in an
environment that appeals to tech-savvy young people....In this environment
students can explore, meet others and participate in individual and group
activities” Even more promising is Avatar
English’s combination of “Second Life
with Skype and other online teaching tools which allow learners and the teacher
to work together on the same activity.
Classes take place in custom-built virtual classrooms that reflect the
theme of the classes, such as airports, markets, banks and cinemas.” (Kervin &
Derewianka, cited in Tomlinson, 2011, p. 332[H1] )
While Blake’s
paper appears to be exhaustive, clearly, it is not. Furthermore, in comparison to Kervin and
Derewianka, who offer rich and insightful detail, Blake’s ‘Current Trends in
Online Language Learning’ strikes one as somewhat of a dry compendium of
soon-to-be-outdated information.
Nonetheless, it is valuable as a well-written, concise and informative document
detailing the dynamics of some of the current trends in online language
learning, as its title implies.
Kervin and Derewinka’s ‘New technologies to support language learning’ (2011), is written
from the perspective of examining “the quality of learning that these resources
facilitate and the extent to which their use reflects sound learning theory”
(Kervin & Derewinka, 2011, p. 328).
They examine the ways in which VoIP technology, as well as virtual
worlds, such as Second Life, as
mentioned above, have been put to use in the language classroom. They also discuss online resources for
listening activities, ‘language immersion’ (see ‘Yabla’ and ‘Virtex,’ ibid, p. 340)
sites which feature authentic video and television clips, videos, drama,
interviews, etc. that have been topically organized for language learning. They further outline web-based resources for
lexical acquisition, speaking and pronunciation, reading, writing, grammar, and
corpora usage, but, again, primarily from the standpoint of classroom
usefulness. They finish with a brief
section on ‘integrated learning environments,’ such as the teacher-dependent Moodle, and the learner-centered site Livemocha. While this paper provides a strong overview
of CALL media, it is interesting to note that, aside from mention of virtual
worlds such as Second Life (which do
not meet many of the key criteria defining games), Kervin and Derewianka make no mention of language
learning games or of the implications of commercially available games for
language learning.
2.2 Social media and CMC: Identities and Communities
Turning our
focus more specifically towards CMC, we find that it is often examined in
tandem with the social networking, blogging and chat room sites which support
it. A common methodological feature of
the literature regarding social media and CMC is a focus on the emergence of
identity construction and community building which these media engender. This is one of the specific foci of Steven
Thorne and Rebecca Black’s ‘Language and Literacy Development in
Computer-Mediated Contexts and Communities,’ published March 2007 in the Annual Review of Applied Linguistics. This article reviews the research in “three
distinct computer-mediated configurations: (1) instructed and institutional
intraclass discussion and interclass partnerships, (2) transcultural
partnerships and structured participation in “open” Internet environments, and
(3) interaction in ongoing Internet-mediated environments that include popular
culture blogs and Web sites, fanfiction communities, language and/or culture
communities, and online games.” (Thorne
& Black, 2007, p. 133) While still a review as opposed to original
research, Thorne & Black provide a great deal of qualitative detail, and
are fairly unique in reflecting a great deal on the learner perspective. They provide several insights into “language
development through textually mediated, generally peer-focused, communication,”
discussing “a number of pedagogical benefits” which include more overall
language production and more authentic discourse. (ibid, p. 134) Of particular interest is exploration of
“non-student identities” emerging from CMC, even within institutional contexts.
(ibid, p. 135) They go on to speak of
the prevalent research paradigm of “general preoccupation with the learner, at
the expense of other potentially relevant social identities.” (Firth &
Wagner, 1997, p. 228, as cited in Thorne & Black, 2007, p. 136) This point highlights the trap of focusing on
the learner, even that of focusing on the learner from the learner’s
perspective, if the individual is still conceptualized as a learner. Furthermore it indicates a gap in the
research, one documenting the overall experiences an individual person (as
opposed to learner) encounters when navigating through mediated environments in
an L2, regardless of whether their language acquisition is purposeful or
incidental.
Other advantages
of CMC over classroom discourse mentioned are “multidirectional interaction” (Thorne
& Black, 2007, p. 135), “decreased anxieties” (ibid, p. 137), and students’
possibility to “occupy the structural role of an expert.” (ibid, p. 138) This last point is one discussed in relation
to games, by Jane McGonigal in Reality is
Broken. She uses the Yiddish word naches to describe “the bursting pride
we feel when someone we’ve taught or mentored succeeds,” and states: “It’s no surprise that mentoring our friends
and family in gameplay makes us happy and brings us closer together. Paul Ekman, a pioneering emotions researcher
and an expert on the phenomenon of naches, explains that this particular
emotion is also likely an evolved mechanism, designed to enhance group
survival.” (Mc Gonigal, 2011, p. 87)
This point brings up the twin elements of emotion and motivation,
yielding another gap in the literature, one arguably best explored from an emic
perspective, namely, which mediated L2 experiences result in positive
motivation, i.e., do learners find motivating?
This problem can ideally be examined not only from a subjective, experiential
perspective, but additionally, through emotions research as it relates to
evolutionary theory, as McGonigal has in this case done.
In discussion of
community building, Thorne and Black
first examine what they call ICL2E, or internet-mediated intercultural second
language education, in which groups of learners from (usually two) different
countries and cultures are paired in order to learn both language and culture
collaboratively (Thorne & Black, 2007, p. 138). The key point they make is that of the
likelihood of “discursive gaps” or cultural misunderstandings, thus
necessitating multiple instructor roles including “consciousness raising” and
modeling an “intercultural stance” (ibid, p. 140) in order to help learners
negotiate meaning. This stands in
contrast to their later review of Lam’s study of another learner, Almon, who,
through participation in a more static web-based media, that of “a Web site
devoted to the Japanese pop (J-pop) singer Ryoko” had a very different
experience, one which “bolstered Almon’s confidence in communicating with a
supportive, transnational group of peers who shared his interests in popular
culture.” (ibid, p. 144) This brings to
focus the importance of context and intent, which may be the deciding factors
in the appearance or avoidance of cultural misunderstandings, rather than that
of synchronous or asynchronous media, or of teacher-moderation or the lack
thereof. Such a consideration begs the
question, which particular mediated contexts, and which varieties of learner
intent, are most motivating, and in what regards, and yield the least degree of
conflict and the greatest degree of inter-user synchrony?
What does emerge
though, in regard to learner motivation, is the instrumentality of relationship
development. Thorne and Black note “when
personal relationships matter, academic treatments of grammar and pragmatics
attain renewed relevance in the lives of speakers.” (ibid, p. 142) The final
point Thorne and Black note in regards to the commonalities they find in much
of the research (Black, Lam and Yi) on non-game Internet-mediated transcultural
interaction is that “online communities provide ELL youth with new forums for
taking on powerful authorial and social roles, even as they learn and develop
fluency with multiple forms, languages, and online registers.” (ibid, p. 146) What seems to be missing, however, from the
studies they review, is a learner’s perspective on how this takes place.
Klopfer,
Osterwell and Salen, in their
games-focused paper ‘Moving Learning Games Forward – Obstacles,
Opportunities & Openness’ (2009) also provide a strong overview of
“social networking, blogging, and other forms of user-generated content that
fall under the larger banner of participatory culture.” (Klopfer, Osterwell
& Salen, 2009, p. 1) They begin by
stating that social media are “clearly not games” (ibid, p. 12). They differentiate the two in saying that
“While networking with friends, colleagues and people of similar interests is
in many cases fun, it lacks most of the criteria (rules, goals, fantasy, etc.)
that would make it a game. Certainly
social networking, like just about any activity, can be turned into a
game.” While not games, “Social networks
themselves may also be powerful learning tools.
There is much research that supports the notion of collaborative
learning as an effective means of teaching and learning” (ibid, p. 13). They comment on one of the (rather
predictable) ways that gamers make use of social media “as a way to exchange
information about the games, to strengthen or form teams, as well as to provide
help for new and struggling players.” (ibid, p. 14) As McGonigal also notes, the majority of MMO
games feature either text based or Skype type communication in order for
players to coordinate their efforts.
Other authors, notably Ravi Purushotma, Steven L. Thorne, and Julian Wheatley, in their
Web-based, link laden article, ‘Language Learning
with New Media and Video Games’ (http://www.lingualgamers.com/thesis/), emphasize the interconnectedness
of various media formats, and the fact that ‘Generation Y’ (also called
‘digital natives,’ meaning those who have grown up with the Internet from
birth) typically make use of the various media formats available online in very
fluid, connected and specialized ways.
2.3 Virtual environments
Klopfer, Osterwell and Salen (2009) comment that virtual worlds,
of which Second Life is the prime
example, “have been call “digital dollhouses”, places where one builds virtual
objects or landscapes in which one can play with their digital representations,
or “avatars.”” (ibid, p. 14) They
feature “the aesthetic and controls of a game, without building in some of the
critical aspects of what make games powerful learning tools – feedback,
structure, goals, or paths to progress.”
(ibid, p. 15) As such, while they
may foster interactivity, they leave an independent learner without any framework
through which to create a sense of achievement or to motivate action.
‘Action Learning with Second Life – A Pilot Study,’ (2009) by C. Wagner and R. Ip
reports on qualitative research in the use of Second Life “as an action learning environment in a senior course
for management information systems students.”
(Wagner & Ip, 2009, p. 249)
While this report is not related to L2 learning per se, it offers a
number of observations regarding virtual worlds and the relevant learning
possibilities they enable. Wagner and Ip
describe ‘action learning’ as “learning through actions and experiences” (ibid,
p. 250), which is relatable to task based learning (TBL) in the modern ESL
classroom. It is further relatable in
that “Action learning is based on the relationship between reflection and
action. It usually involves a group of
people working together for a concentrated period of time.” (ibid) Virtual worlds are well-defined as “immersive,
three-dimensional (3-D), multimedia, multi-person simulation environments,
where each participant adopts an alter ego and interacts with the world in real
time.” (ibid, p. 251) Given that
“virtual worlds are in many ways more suitable for the classroom environment
[than games], in that the instructor does not have to overlay his or her own
objective system over one implemented within a game” (ibid), they are perhaps
less suitable for autonomous learning.
The authors discuss the obvious link between simulation and training
(e.g. flight simulation), which is essentially the basis for the study. They state “The value of virtual worlds for
student learning can be viewed as triadic,” consisting of a platform for: 1.skills development and interaction with
others, 2. the sharing of information and knowledge, and 3. business.” (ibid, p.
252) Thus, while virtual environments
such as Second Life provide very
little structure, they may be ideal platforms for learner activity within a
class context, or for the context of a classroom within Second Life, as noted above.
2.4 Play
In defining the
conditions of play, Klopfer, Osterwell
and Salen (2009) outline the exercise of freedom “along five distinct
axes: 1. freedom to fail; 2. freedom to experiment; 3. freedom to fashion identities; 4. freedom of effort; and 5. freedom of interpretation” (Klopfer,
Osterwell & Salen, 2009: 4) These
are significant first of all because they are all freedoms, or the absence of
any constraint. While a degree of such
freedom is one of the tenets of modern CLT, even in CLT we cannot find the
total absence of constraints.
Furthermore, such a condition is the antithesis of traditional
education, in which the student (not learner) is in control of virtually no
aspect of his or her education.
Furthermore, within these conditions of play, learning becomes a
personalized, contextualized, identity-forming and highly interpretive
experience.
In framing these five freedoms in relation to
games, they state: “within the
proscribed space of a game, players regularly exhibit all of the freedoms of
unstructured play. Most players
undertake games in the knowledge that failure is a possibility. They show a willingness to experiment in
their game-play, and to try on different roles from leader to follower, novice
to expert.” (from Gee, 2003 in Klopfer,
Osterwell & Salen, 2009, p. 5) In
relation to the questions I am posing, it was therefore essential that the
study undertaken was done so in a manner that was not prescriptive, in order to
maintain these various elements of freedom in the interest of play. Regarding the element of rules in games,
Klopfer, Osterwell & Salen make the observation that “it is in the moment
when “pushing against” [rules] is transformed into a meta-reflective
“questioning about” that learning truly takes place.” (ibid, p. 6) This is clearly relatable to Vygotsky’s
notion of a zone of proximal development
(ZPD), in which learners always learn best when working at the outer boundary
of their abilities (Lantolf & Poehner), and that learners may approach
rules much as they approach their abilities – something to push against in the
pursuit of meaning.
Mihaly
Csíkszentmihályi, a seminal researcher in the fields of positive psychology and
play, with Stith Bennet, provide some very different interpretations of the
meaning of play in their paper ‘An
Exploratory Model of Play’ (1971).
Situating play at the midpoint
between worry and boredom, they state that “when we can
make each action by voluntary fiat, but still do not exhaust possible actions,
the necessary conditions for play are established.” (Csíkszentmihályi & Bennet, 1971, p. 46) Further characteristics of play are “the
actor’s lack of an analytic or “outside” viewpoint on his conduct: a lack of self-consciousness” (ibid), and “a
measure of control over the environment, a balanced state between chaotic worry
and stultifying boredom” (ibid, p. 49).
Csíkszentmihályi
is also the original author of the concept of flow experience as a key indicator of play. He describes it as an experience when
“Attention is focused on a limited stimulus field. There is full concentration, complete
involvement.” It is a state in which
“Action and awareness merge.” (Csíkszentmihályi , 2007, p. 6) Furthermore, “There is freedom from worry
about failure.” (ibid, p. 8) Other
features of flow experience are the
disappearance of self-consciousness and distortion of time. (ibid, p. 12) Such an experience is described as being
auto-telic, meaning that “The experience becomes its own reward.” (ibid, p. 14) He explains the conditions which foster flow as being “clear goals every step of
the way”, “immediate feedback to action”, and “a balance between challenges and
skills.” As will be related below,
games, in meeting these conditions exactly, are perfect environments for
activating flow experience. From the perspective of L2 acquisition, can
such flow conditions also be met in
an Internet-mediated environment with regard to L2 use, and if so, how?
2.5 Play and Identity
Csíkszentmihályi and Bennet state “As long as a person is
playing, his selfless attention to only “his” actions transcends his
referential (i.e. social) identity, and the ability for further negotiating
breaks down.” Csíkszentmihályi &
Bennet, 1971, p. 56) If this is so, it
has interesting implications for identity in the context of mediated L2
activity. Julie Beltz has written that
identity “resonates with history, culture, biography, and institution and is
often conceptualized in terms of typifications (e.g. the European, the
Californian, the Midwesterner).” (Beltz,
2002, p. 18) First of all, in
interactive Internet-mediated activity the individual, relying on (often
‘speech-like’) text communication (CMC), and devoid of any actual physical
representation (an avatar or other
such character does not have to reveal one’s actual physical characteristics),
is able to shed any physical differences (such as race, gender or age) with his
or her L2 interlocutors in his or her expression of identity. For the L2 native interlocutors, such a
dualism should also break down, as “the traditional theoretical conflict
between individual and society (or monism and dualism) is irrelevant for a man
at play.” (Csíkszentmihályi & Bennet , 1971, p. 56). Furthermore, within the context of a
(role-playing) game, the native L2 interlocutors no longer maintain the same
degree of cultural authority in relation to the L2 itself, as the players are
enmeshed in the culture of the game, to which the L2 now serves primarily as a
means for coordinating activity inherent to the game rather than the L2
culture. For these reasons, it would
appear that mediated L2 learning may help to leverage the non-native learner’s
agency in ways that do not take place in physical reality.
2.6 A Framework for the Examination of L2 Learning
In his ‘Principles of Instructed Language Learning’ (2005) Rod Ellis
presents ten principles, which, while devised for instructed learning, seem to be almost entirely devised from non-instructed learning, or natural
acquisition. Leaving out “Instruction
needs to ...”, his first three principles read:
“1. ensure that learners develop both a rich repertoire of formulaic
expressions and a rule-based competence”, “2.
ensure that learners focus
predominantly on meaning”, and “3. ensure that learners also focus on form.”
(Ellis, 2005, pp. 2-3) It would appear
evident that any learner, instructed or not, if (physically or virtually)
immersed in and motivated to learn an L2, would follow all three of these
principles. Principle four mandates
“developing implicit knowledge of the L2 while not neglecting explicit
knowledge.” (ibid, p. 4) In natural,
uninstructed L2 acquisition it would appear that implicit knowledge would
naturally occur, while explicit knowledge would require either instruction or
metacognitive analysis on the part of the learner. Principles five, six, seven and eight also
reflect the type of non-instructed learning inherent in acquisition: “5. take
into account the learner’s ‘built-in syllabus’”, “6. learning requires
extensive L2 input”, “7. learning also requires opportunities for output”, and
“8. The opportunity to interact in the L2 is central to developing L2
proficiency.” (ibid, pp. 5-7) Principle nine, “take account of individual
differences in learners” (ibid, p. 7), like principle five, would become a
non-issue in non-instructed learning. So
too would principle ten: “examine free
as well as controlled production” (ibid, p. 8).
While Ellis
states his purpose in formulating these principles as meeting a need for “a set
of generalisations that might serve as the basis for language teacher
education” (ibid, p. 1), these ten
principle may additionally, within the context of this review, serve as a
framework by which to analyze learning experiences occurring in any mediated
environment. For example, in this
experience (e.g. blogging), am I:
focusing predominantly on form or meaning? using formulaic expressions?
exercising an opportunity for input, output or interaction? Indeed, any and all mediated L2 experiences
could be analyzed through such a framework, possibly thus providing a more
coherent and well-directed learning experience.
2.7 Games
‘Moving Learning
Games Forward – Obstacles, Opportunities & Openness,’ (2009) by Klopfer,
Osterwell and Salen also provides a succinct framework
through which to examine the common features and varieties of both games in
general and learning games in particular.
In praise of the applicability of the characteristics of gamers to
educational pursuit they state “game player’s [sic] regularly exhibit
persistence, risk-taking, attention to detail and problem-solving skills, all
behaviors that ideally would be regularly demonstrated in school.” (Klopfer,
Osterwell & Salen, 2009, p. 1) They
begin by outlining two traditional approaches towards the creation of learning
games, the first focusing on games, perhaps at the expense of education, the
second focusing on education at the expense of the gaming experience. (ibid, pp. 1-2) “Gaming is play across media, time, social
spaces, and networks of meaning; it includes engagement with digital FAQs (or
Frequently Asked Questions), paper game guides, parents and siblings, the
history of games, other players, as well as the games themselves. It requires players to be fluent in a series
of connected literacies that are multi-modal, performative, productive, and
participatory in nature. It requires an
attitude oriented toward risk-taking, meaning creation, non-linear navigation,
problem-solving, an understanding of rule structures, and an acknowledgement of
agency within that structure, to name but a few.” (ibid, p. 5) While this is an extremely broad definition,
it places play at the center of the
gaming experience, defining gaming not so much in relation to actual games, but
rather in relation to an attitude of play
across any mediated or non-mediated experiences.
Klopfer,
Osterwell and Salen further define “a number of types of
gamers based on their playing habits.
These include: · Power gamers
who are the prototypical gamers mentioned above · Social gamers who enjoy gaming as a way to interact with friends. · Leisure gamers
mainly play casual titles. Nevertheless
they prefer challenging titles and show high interest in new gaming
services. · Dormant gamers love gaming but spend little time because of family,
work, or school. They like to play with
friends and family and prefer complex and challenging games. · Incidental gamers lack motivation and play games mainly out of
boredom. · Occasional gamers play puzzle, word, and board games almost
exclusively.” (ibid, p. 7)
By extension,
there are a variety of game genres.
These include: power games –
including MMO role-playing games (MMORPGs) such as WoW, EverQuest and Halo; casual games – such as the card
games ubiquitous to most computers and many cell phones; puzzle adventure games
– such as Grim Fandango and Sam and Max, in which “players take the
role of the protagonist in a story in which they interact with a variety of
characters to solve mysteries and puzzles” (Purushtoma, Thorne & Wheatley,
2009, p. 26); simulation games – such as The
Sims, in which “players are placed in charge of managing a complex system”
(ibid); and social games – such as Facebook’s Farmville or online version of scrabble, Lexulous, both of which leverage the power of social networks and
the aspect of interaction with friends and family. (McGonigal, 2011, p. 81) Such an understanding of gaming habits and
genres can serve to frame and direct game experiences. For example, having an understanding of game
genres and play modes might direct an individual playing games in an L2 to
begin with simulation and social games, which require only basic lexis, and
then move on to power games and puzzle games, thus scaffolding their learning
and setting appropriate gaming and learning goals.
‘The
Sopranos Meets EverQuest – Social Networking in Massively Multiplayer Online
Games’ (2003), by Mikael Jakobsson and T.L. Taylor, examines socialization patterns
within one particular MMO role-playing game (MMORPG) titled EverQuest (EQ). Like most games in this genre, EQ relies on both formal and informal
grouping in order for players to accomplish tasks. This is the primary mechanism by which
MMORPGs become interactive and communicative, thereby potentially rich
environments for L2 learning. Jakobsson
and Taylor state: “By creating a group
out of characters specializing in different but complementary skills, members
can collectively take on and defeat opponents who are equal or even mightier
than the individual characters in the group.
It is only through working with other players that individual gamers
achieve maximum results.” (Jakobsson & Taylor, 2003, p. 83) This happens
both informally, and formally, through what are called guilds. The gist of their
argument is that socialization within EQ
appears to occur through many of the same patterns evident in Mafia culture, as
based on a representation of such culture in the popular television program The Sopranos. They discuss not only “the implicit
construction of social hierarchy” (ibid, p. 86), but also the implications of
‘real (offline) friend’ status within the game, the phenomenon of gamer groups
migrating together from one MMO to another, the degree of time commitment which
some guilds require of members, and the degree to which “physical or cultural
proximity and previous shared gaming experiences” serve to connect players
(ibid, p. 84). Jakobsson and Taylor
conclude by giving credit to gamers themselves for managing and creating the
large part played by social experience within the game: “While they are not the designers of EQ they
can be seen as the creators of their gaming experience,” one in which all
players act as “co-constructors of the game world that they, and future
players, are part of.” (ibid, p. 89)
Their work, while not related to L2 acquisition, serves to vividly
illustrate the social structures of the MMORPG experience in a new context, one
in which “friendships between the players could be considered to be the
ultimate exploit of the game.” (ibid, p. 81)
In doing so, they provide a greater appreciation for the high degree of
socialization such games engender, as well as establishing the degree to which
such games create experiential micro-universes, formed through and informed by
player interaction.
In ‘Structuring Narrative in 3D Digital Game-Based Learning Environments to
Support Second Language Acquisition’ (2010), David Neville examines L2
acquisition within MMORPGs (which he calls ‘3D Digital Game-Based Learning
Environments,’ or 3D-DGBL) from the perspective of examining how narrative
“serves as a vehicle for situating the self within a new community of
practice.” (Neville, 2010, p. 452) Neville also comments on how MMORPG
environments differ from virtual environments in that only the former support
the emergence of distinct cultures and meaning, even narrative itself, which
arise specifically from participant interaction. (ibid, p. 447) His stated purpose is twofold: firstly, to
discuss the common characteristics of narrative as described from a number of
theoretical perspectives (situated cognition, SLA and game studies) as “a means
of developing meaningful, engaging, and instructional gameplay in 3D-DGBL
environments”; secondly, to provide design suggestions for performance-based
learning in such environments. (ibid)
Neville states
at the outset that he uses “the term narrative broadly in the essay to describe
the dialogue that emerges between a learner and a more capable peer, the
sociocultural settings that contextualize language production and nuance its
various manifestations, and the stories created by player interaction with a
game.” (ibid) Of interest here are many
possibilities hinted at, ones we have seen in other authors’ work. First is the phenomenon of mentoring; second,
‘sociocultural settings’ which may be, rather than language specific, specific
to the culture of the game; and lastly, the fact that the story itself, or
narrative, exists not so much in the game as in the interactions and individual
character decisions which take place in its setting. With regard to this last point and its
implications for L2 acquisition, the author remarks that “language acquisition
is not only an intra-mental process,
or one that occurs solely in the head of the language learner, but is also inter-mental in the sense that it is
situated within communities that share and shape a common linguistic system.”
(ibid, p. 452) In this regard, narrative is a shared
process through which L2 acquisition takes place. Narrative, furthermore “serves as a vehicle
for situating the self with a new community of practice, although it can also
function in reverse as a means of making this community meaningful on a
personal level.” (ibid) Neville mentions
other game genres (such as ‘twitch,’ or first person shooter games), which do
not afford such narrative experiences, and focuses on MMORPGs as platforms
“designed to support narrative gestalt,” and which require negotiation of
various emotional and thematic interactions, thereby serving as a basis for
both transitory player identity formation and permanent learning. (ibid, pp. 455-7)
In seeking to
develop a “Design Rubric for Developing Performance Objectives in 3D-DGBL
Environments” (ibid, pp. 464-5) the author discusses some of the features
common to MMORPGs, such as ‘cutscenes,’ which include “noninteractive scripted
sequences” in order to advance the story and move players up to a higher level,
and serving as a “loop through which the various traces of player interactivity
are threaded, lending an overall structure to the game experience.” (ibid, p. 459) He also provides illustrations of how MMORPGs
offer players multiple pathways towards the solution of problems, based on
players own personal personalities and styles. (ibid, pp. 460-1) In discussing learning outcomes, he presents
an interesting problem: “the conundrum
persists: How does one design efficient
and effective instruction in 3D-DGBL environments when everything is a potential learning situation, when it is impossible to predict which path the
learner will take, and when every
path is a valid course of study?” (ibid, p. 462) While the purposes of this study do not
include the design of effective instruction in Internet-mediated environments
such as MMORPGs (or 3D-DGBL environments), Neville’s rubric as presented on
pages 464-5 includes a set of questions regarding resource objectives,
behaviors, conditions, criteria, language, society, culture and connections,
almost all of which can serve well to shape and refine any study of L2
acquisition experience within an MMORPG environment. The primary weakness of Neville’s study is
that, while quite thorough from the perspective of narrative, it actually
offers very little analysis of the mechanisms for L2 acquisition aside from the
rather stand-alone rubric.
2.8 Games, Play and Positive
Emotions
Jane McGonigal,
in her insightful and original opus on games, Reality is Broken (2011) provides a far better and more
complete understanding of games, gamers and gaming, than any other publication
to date. In it, she outlines fourteen
ways in which games are more motivating than (traditional) reality, primarily
focusing on the capacity games have to activate peak positive emotions.
The first
section of her book, “Why Games Make Us Happy” is very much rooted in the work
of Csíkszentmihályi and other pioneers of positive psychology, as well as more
recent studies in neurochemistry, and outlines traits and features of games in
general and video games in particular.
She discusses the ways in which games ‘provoke positive emotion’
through: the voluntary undertaking of satisfying work (McGonigal, 2011, p. 28);
what she calls ‘fiero,’ meaning the emotional rush players experience when
triumphing over adversity in games (ibid, p. 33); the way video games make “it
possible to experience flow almost immediately” resulting in “a much faster
cycle of learning and reward” (ibid, p. 41); and the ways in which they can
foster social connection and meaning (ibid, p. 49). McGonigal refers to game designers as
‘happiness engineers,’ and in discussing the “rush of “interest” biochemicals
also known as “internal opiates,”” states that while “few of us set out
intentionally to trigger these systems,” (ibid, p. 48) good games, basically,
are platforms designed specifically for this purpose:
This extreme emotional activation is the
primary reason why today’s most successful computer games are so addictive and
mood-boosting. When we’re in a
concentrated state of optimistic engagement, it suddenly becomes biologically
more possible for us to think positive thoughts, to make social connections,
and to build personal strengths. We are
actively conditioning our minds and bodies to be happier. (ibid, p. 28)
She provides
greater detail concerning all of these points.
With regard to satisfying work, she states “Satisfying work always starts with two things: a
clear goal and actionable next steps
toward achieving that goal.” (ibid, p. 55, original author’s bold and
italics) In discussing “fun failure” she
states “the right kind of failure feedback is a reward. It makes us more engaged and more optimistic
about our odds of success. Positive
failure feedback reinforces our sense of control over the game’s outcome. And a feeling of control in a goal-oriented
environment can create a powerful drive to succeed.” (ibid, p. 67) Effective failure feedback as McGonigal
describes it is often amusing, creating a lighthearted feeling. Klopfer, Osterwell & Salen also discuss
this aspect of game design, referring to it as a silly aesthetic: “This somewhat silly aesthetic invites play,
and it has appealed to a large number of fans.
Players can enjoy themselves casually without feeling pressure to
perform perfectly in the game.” (Klopfer, Osterwell & Salen, 2009, p.10)
In her
discussion of the social aspects of games, McGonigal describes the two
phenomena of “happy embarrassment” and “vicarious pride.” She illustrates the
first of these concepts by discussing the ways players (and NPCs) may sometimes
“trash talk” or tease each other, and discusses the psychological mechanism
behind it as “a social vaccine”: “We
mostly tease and let ourselves be teased because it feels good. But the reason why it feels good is that it
builds trust and makes us more likable.
Most of us might not realize exactly why it enhances our social
connection, but we definitely feel the emotional net positive after a teasing.”
(ibid, p. 85) “Vicarious pride” is the emotion
we feel when we have successfully mentored someone of lower ability level. While often not a designed feature of games,
it has been frequently noted as a primary cultural aspect of many MMO gaming
communities. It is also very much
related to identity and the concept of role-play, or taking on the roles of
expert and novice. Thus, both these
phenomena can be recognized as elements of play. An additional social phenomenon she discusses
is the degree of emotional investment, in the form of care and concern, people
can develop for avatars or characters whose development they must nurture.
McGonigal
further illustrates how MMO environments foster what she calls “ambient
sociability” (ibid, p. 89) and provide meaning by allowing us “to connect our daily actions to something bigger
than ourselves” (ibid, p. 97, original author’s italics) She describes two requirements for such “epic
context” as, first, a shared game story which works as a “collective context
for action,” and second, the player’s experience of personal action as a kind
of service in which “every effort by one player must ultimately benefit all the
other players.” (ibid, p. 101) By framing game experiences in such a manner
it begins to become evident that video games are in so many senses not virtual
experiences, as they have traditionally been viewed, but rather unique mediated
worlds, very different in some ways, and in other ways not so different from
classrooms or work environments, in which people work together for a collective
good.
With regard to
means of measuring progress, McGonigal discusses how “leveling up,” the
standard game mechanism for entering more advanced levels of play, is, however,
so fundamentally different from, and more motivating than the standard
educational mechanism of tests and grades. And the continuous feedback gamers receive
regarding their ability is far more immediate, instructive and motivating than
any form of feedback found in traditional education. “Real-time data and quantitative benchmarks
are the reason why gamers get consistently better at virtually any game they
play: their performance is consistently
measured and reflected back to them, with advancing progress bars, points,
levels, and achievements.” (ibid, p. 157)
In an MMO environment,
synchronous CMC may provide similar “real time data” to the L2 player, as the
effectiveness of their communication in the pursuit of a common game-related
goal serves as a direct measure of their communicative competence.
Much of the
remainder of Reality is Broken
discusses means of using games (not only computer games) as various “reality
fixes.” McGonigal’s work is very
well-supported, and her theories are illustrated with multiple examples from
existing gaming realities. McGonigal is
very hopeful about the power of games to change reality, and her enthusiasm for
the subject is infectious. Her work, in relation to this review, can
help to provide an additional framework by which to examine not only aspects of
play within a mediated L2 experience, but also to evaluate the emotional texture
of various mediated experiences, and to point towards their underlying
reasons. The implications of such peak
positive emotions for learning remain yet unexamined by McGonigal. While numerous authors have discussed the
desirability of positive affect within learning experiences, very few have
produced any conclusive results. While
McGonigal also has not done so, her work is instrumental in examining the
mechanisms by which games create emotionally positive experiences.
2.9 Games and (L2) Learning
Thorn and Black
(2007), in their review as introduced above, also address games. They begin with a brief discussion of
Purushotma’s (2005) review of The Sims 2
as an L2 learning tool, which “found that the vocabulary and tasks the game
comprises were highly aligned with the content of conventional foreign language
course content,” and that “exposure to the target language is always linked to
carrying out tasks and social actions, which concomitantly embeds vocabulary
and grammatical constructions in rich associative contexts.” (Thorne & Black, 2007, p. 146) They also discuss MMORPGs, noting research
that documents the development of “strong “projective” identities” (Gee), and
the prevalence of game cultures which promote assistance through scaffolding to
novice players. (ibid, p. 147) Like Purushotma, Thorne, and Wheatley, they mention the “overlapping use of
multiple information and communication tools,” which they align with the
concept of polyfocality. (ibid)
Thorne
& Black conclude by stating that further research is required in order to
“help to highlight the evolving contours of possibility for language
development in the transcultural spaces of noninstitutional online environments
and associated cultures-of-use.” (ibid)
It is interesting to note here their choice of the word development, which connotes the kind of
non-intentionality we find in the term acquisition,
as opposed to the intentional activities of teaching
or learning. Such
a study might take the form of a ‘play’-centered exploration, documenting emic
perspectives on enjoyment, adventure, meaning and identity formation and the
actual process of language acquisition through interactive and productive media
usage across multiple Internet modalities.
In ‘Personalised Learning for Casual Games: The ‘Language Trap’ Online
Language Learning Game’ (2010), authors
Neil Peirce and Vincent Wade provide a case study detailing the mechanism of an
online game for the learning of German, along with “results of an authentic
evaluation of the Language Trap game” (Pierce & Wade, 2010, p. 306), and an
explanation and demonstration of the efficacy of the ALIGN (Adaptive Learning
In Games through Non-invasion) system.
Beginning from an historical perspective, they, as do many other authors
(Klopfer, Osterwell & Salen, 2009; Purushotma, Thorne & Wheatley, 2012) bemoan early attempts at ‘edutainment’ games and
their failure due to lack of integration of learning and gaming content, thus
disrupting (or ‘invading’) the flow
experience described by Csíkszentmihály, and move forward to state that
successful learning games “must seamlessly integrate learning content to
present a game that blurs the boundary between where the game stops and the
learning content begins.” (Pierce & Wade, 2010, p. 307) They also mention that while “games can
present many of the constituents of a flow experience such as clear goals,
immediate feedback, task feasibility, and self-governance, the most important
factor, that of balanced skills and challenges, is determined not only by the
difficulty of the game but also by the player’s abilities.” (ibid, p. 308)
Overall, the
significance of their study in relation to this literature review is in the
emphasis of the importance of non-invasion of play experience in the learning
and gaming process. The ALIGN system is
described as a type of iCALL system providing dynamic assessment by
continuously modeling the learner, providing motivation, guidance, and
meta-cognitive feedback through a companion NPC (non-player character). (ibid, pp. 310-12) Overall, reported student response and
learning progression was “very positive” and, in line with Csíkszentmihály’s
theory of flow in that “they didn’t
recognise how time went by whilst playing” (ibid, p. 314)
In
‘Learning Conversations in World of
Warcraft’ (2007), authors Bonnie A. Nardi, Stella Ly, and Justin Harris
state that within the framework of the Vygotskian notion of zone of proximal
development (ZPD), their goal is “to describe learning activity that is devoid
of curriculum.” (Nardi, Ly & Harris, 2007, p. 1) Their paper describes
ongoing ethnographic fieldwork comprised primarily of first-person
game-playing, and examines “three kinds of learning: fact finding, devising tactics/strategy, and
acquiring game ethos” (ibid) as occurs through in-game CMC (chat). Within the context of WoW, they describe chat as “a community resource for learning as
well as enabling learning by those actually chatting.” (ibid, p. 2) Like natural L1 language acquisition, “In
World of Warcraft, learning in conversation is event-driven with no planned
curriculum. It is spontaneous, erratic,
serendipitous, and contextual.” (ibid, p. 3)
However, as with properly scaffolded learning “the situated curriculum
comprises a sequence of tasks for students to complete with appropriate
instruction.” (ibid) In commenting on a
chat exchange in WoW, they
state: “The information Drollnar [an
in-game character name] received was tailored to his level of knowledge, it
occurred in a social context, offered an action for him to take to further his
own ends, and took meaning from the participation of other players.” (ibid, p. 4) While these descriptions occur with reference
to fact-finding, they make similar observations with regard to the additional
two types of learning mentioned. These
descriptions are significant in that this type of scaffolded, highly
contextualized, meaning-driven, action-oriented, and social interaction matches perfectly with the ideal learning
situations described in the literature on L2 acquisition. One additional element the authors touch upon
is the emotive quality of CMC
exchanges. Here they suggest a need for
further research into the impact of emotion on learning, stating “We believe it
is likely that such emotion provides salience to the learned facts, heightens
attention, and adds interest.” (ibid)
Again, such an observation matches much of the literature on ideal
conditions for L2 acquisition (Dörnyei, 2001), emphasizing the need for
affective as well as cognitive engagement, in addition to the need for a
relaxed, supportive learning environment.
Such an understanding of
emotions, from the perspective of this study, will ideally be related to
formalized understanding of play as well as the triggers and features of peak
emotional experience as described by McGonigal. Online gaming, or at least WoW, appears to provide many of the
ideal conditions for learning as mentioned in the body of literature on L2
acquisition. While this is a valuable
study offering many interesting observations for consideration, as its stated
aim is to offer a sort of Vygotskian analysis, it would benefit from more
focused, in-depth discussion of the reported situated learning from the
Vygotskian perspective.
In ‘Learning by Design: Games as learning machines (2004), and ‘Good Video
Games and Good Learning’ (2005), James Paul Gee outlines a number of
“good learning principles, principles supported by current research in
Cognitive Science” (Gee, 2005, p. 34) inherent in good video games. While there are a number of differences
between the two articles, there is also a great deal of overlap. The 2004 article introduces thirteen
principles, while the 2005 article outlines sixteen. Principles which overlap both include: identity (games provide gamers an identity in
which they invest), production (or ‘codesign,’ by which players are not merely
consumers but also producers or creators of the game), customization (gamers
decide how they play, which meets not only differing playing but also learning
styles), well-ordered problems (earlier problems scaffold knowledge required
for later problems), challenge and consolidation (or ‘cycles of expertise,’ in
which new information once learned is called for repeatedly in order to
consolidate it), information just-in-time and on demand (new knowledge,
especially text-heavy knowledge, appears only when it is needed or when the
gamer asks for it), situated meanings (or ‘meaning as action image,’ i.e.
meaning that is contextualized in the game), pleasantly frustrating (meaning
that gamers are constantly challenged by tasks at the boundary of their ZPD),
manipulation (or ‘smart tools and distributed knowledge,’ by which gamers can
manipulate their environment, and by which individual gamers have differing
knowledge) and system thinking (knowledge fits into an overarching
system). The 2004 article also outlines
what Gee calls “fishtanks”(p. 20) and “sandboxes” (p. 21), both referring to
tutorial level activities or environments which allow novice gamers
opportunities “to understand the game as a whole system” through a “stripped
down version” ( 2004: 21) (the former), or a metaphorical “safe haven” (ibid)
where learners can act without dire repercussions (the latter). The 2005 article adds a number of principles: interaction (by which players interact with
the game, other players, and NPC), risk-taking (achieved through both” lowering
the consequences of failure”(2005, p. 35) and allowing players to use previous
failures as ways of gaining feedback and determining patterns (ibid)), agency
(a “real sense of ownership over what they are doing” (ibid, p. 36)), and
exploration (a non-linear attitude to knowledge acquisition which encourages
“players to explore thoroughly before moving on too fast, to think laterally
and not just linearly” (ibid)). The
value of these articles to this study is their ability not only to justify the
learning potentials engendered by video games, but also to provide a framework
through which to analyze all Internet-mediated L2 experiences.
‘Warcraft
Teaches Spanish’ is an informal blog by Dan Roy (2007), in which he
discusses reasons for choosing WoW in
particular as a platform for Spanish learning, and comments on his learning
experiences within the game. He mentions
reasons for his choice as being “it’s immersive and social and it elicits lots
of playing time.” (Roy, 2007) Also, “it
has a highly customizable interface.” He
mentions his methods of exposure to Spanish in the game as arising through
text-heavy ‘cutscenes,’ chatting, and frequent exposure to keywords. These include: words related “to my character’s primary
actions ...my character’s traits ...all the parts of my character’s body
...names of all the creatures I encounter ... the different professions players
can adopt in the game ...[and] the names of the fantasy races” He states that he learns these words easily,
and “without any extra effort.” However,
he does mention that reading cutscene text often “slows down play,” and when in
a group this can cause other players to become impatient with him. When reading such text he often makes use of
the online translation tool Ultralingua, and suggests that “this functionality
could be built into the game’s interface as a tool-tip pop—up, eliminating the
need to type the unknown word.”
(Ultralingua features a scroll-over function). He states that “Chatting with other players
in Spanish is perhaps the most compelling way to become more comfortable with
the language.” He also mentions the
possibility and hope of setting up “a guild which incorporates voice chat as
well.” He says, however, that overall
his “initial impressions of WoW as a language learning tool are mixed.” This is because of long playing periods which
do not require language, and the inclusion of “very little spoken word.” For someone such as myself, who has yet to
experience MMORPGs first hand, this short blog cuts right to the chase in
providing very direct information regarding the practicalities of L2 use in
such environments.
Dionne Soares PhD.
(Linguistics) dissertation, ‘Second
Language Pragmatic Socialization in World of Warcraft’ (2010) is a tangentially
relevant ethnographic study. [H2] The stated purpose of the
author: “The overall goal of this
dissertation is to explore the social environment of World of Warcraft as a
venue for second language socialization, the process through which “persons
become competent members of social groups” (Schieffelin & Ochs, 1986, p.
167) by using language in ways deemed appropriate by the community. Specifically, this study examines how the
learners became socialized to the pragmatic norms of a virtual community of
Spanish speaking gamers in World of Warcraft.” (Soares, 2010, p. 2)
2.10 Conclusion
In summary, a
number of major contributions to a better understanding of L2 learning within
Internet-mediated environments have been presented here. Robert Blake, and also Lisa Kervin with
Beverly Derewianka provide broad overview studies revealing the breadth of
Internet-mediated experiences within which L2 learning can take place,
particularly from the teacher’s perspective.
Steven Thorne and Rebecca Black discuss the emergence of distinct
communities and identities, as well as the importance of relationship
development, through CMC enabled activities.
Klopfer, Osterwell and Salen also discuss CMC technology in relation to
L2 learning. In their broad study they
additionally provide insight into social networks and virtual worlds, as well
as offering very informative discussion on play, freedoms and games. Wagner and Ip discuss the use of the virtual
world Second Life as a platform for
‘action learning.’ Csíkszentmihályi and Bennet add greatly to the discussion on
play, touching on the relation between play and identity, as well as defining
and outlining the experience of flow. Rod Ellis provides a set of language learning
principles which can serve as a means by which to interpret L2 learning within
mediated environments. Klopfer,
Osterwell and Salen discuss different types of gamers, while Purushtoma, Thorne
and Wheatley, along with Jane McGonigal, elaborate on different game
genres. Jakobsson and Taylor examine the
importance of socialization patterns in one MMORPG, EverQuest, and the means by which CMC enables this. David Neville examines L2 acquisition within
MMORPGs through the vehicle of narrative.
McGonigal discusses the mechanisms by which games create positive emotions. Peirce and Wade discuss the mechanisms for L2
learning in a specific game devised for the purpose, The ‘Language Trap,’ and
highlight the importance of integrating learning in a non-intrusive manner in
order to maintain flow. Nardi, Ly
and Harris discuss the contextualized learning which takes place through
CMC conversations in WoW as “learning
activity that is devoid of curriculum.” (2007, p.1) James Gee provides a compendium of mechanisms
by which games engender learning. And
finally, Dan Roy discusses his personal experiences using WoW as a platform for learning Spanish. Purushtoma, Thorne and Wheatley offer two
additional articles which deserve review in this paper at a later point, as
does Dianne Soares’ PhD. dissertation.
This literature
review is significant to the field of TESOL as a whole primarily for the greater
understanding of how Internet-mediated experiences can lead to L2 acquisition,
both with and without the supervision of a teacher. It also sheds light on the related processes
of emerging identity formation and community building engendered by such experiences. Finally, it points towards likely future
directions for the field of TESOL as a whole, which, as part of a global
system, is being transformed by the Internet much as every other realm of life
is being transformed.
More
specifically, in relation to this study, this review has identified a number of
frameworks that are instrumental in framing both the collection and analysis of
data. These include: Ellis’s ten principle of instructed learning,
by which to analyze learning experiences occurring in any mediated
environment; an understanding of game
genres and play modes; Csíkszentmihályi
and Bennet’s theories of play; McGonigal’s work, which provides a
framework by which to examine not only aspects of play within a mediated L2
experience, but also to evaluate the emotional texture of various mediated
experiences, and point towards their underlying reasons; and Gee’s work, which
serves as a framework for examining learning mechanisms within game play.
Nonetheless,
while all of these studies circle around and answer aspects of my original
question, none of them get to the heart of the matter: From the emic perspective, in the process of
non-instructed, Internet-mediated L2 activity, what activities best encapsulate
the elements of both play and positive affect while leading to L2
acquisition? Some authors come closer to
others in arriving at an emic perspective, but by and large the point of view
taken is an etic one, one which looks at various mediated experiences with the
learner in mind, but not from the perspective of an individual (not
specifically a learner), immersed in
various Internet-mediated L2 experiences.
This is the primary weakness I have encountered in the literature in
consideration of the question I am posing.
Soares’ dissertation (2010) may come closest to the perspective I wish
to discover. However, her focus is on
socialization and pragmatics, while mine is concerned with the intersection of
play, positive emotion and L2 acquisition.
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