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Persistent connectivity, accompanied by an expanded repertoire of mobile devices, has made a noteworthy impact on human interactions and on-the-go capabilities in personal and professional domains. The affordances of mobile innovations,... more
Persistent connectivity, accompanied by an expanded repertoire of mobile devices, has made a noteworthy impact on human interactions and on-the-go capabilities in personal and professional domains.  The affordances of mobile innovations, while certainly not without their own drawbacks, offer immense potential for second language teaching and learning outside of traditional classroom spaces. This presentation will synthesize findings from current projects addressing the use of place-based, augmented reality for second language learning. Attention will be given to three areas especially relevant to our understanding of place-based, augmented reality - (1) power of place, (2) dynamic interaction, and (3) design as a learning tool. Short-term and long-term implications for the future will be addressed.
Research Interests:
Games and play dynamics are proliferating in social, professional, and educational domains. This special issue brings together a collection of articles examining game and play activity in second language teaching and learning. Each... more
Games and play dynamics are proliferating in social, professional, and educational domains. This special issue brings together a collection of articles examining game and play activity in second language teaching and learning. Each addresses the topic from a unique perspective and represents game and play as part of complex ecologies of practice. The approaches include observation of out-of-school L2 gaming practices, adaptation of commercial, off-the-shelf games in the classroom, application of a game-based L2 learning environment, and the study of ‘gameful’ learning through play in social networks.
Research Interests:
Digital games are significant for language learning not only as potentially useful new tools within the confines of traditional foreign language contexts, but more importantly, as new semiotic and cultural environments that construct, and... more
Digital games are significant for language learning not only as potentially useful new tools within the confines of traditional foreign language contexts, but more importantly, as new semiotic and cultural environments that construct, and are constructed by, social practices. In this chapter, we explore multiuser games as ontologically new social practices that warrant attention within the scope of language learning. In doing so, we specifically address two types of multiuser digital games – multiplayer online games (MMOGs) and synthetic immersive environments (SIEs) – and their role in research and practice. In terms of research, we suggest goal orientation and social consequence as two especially meaningful elements of multiuser digital games for language learning. We then highlight ways multiuser digital games might be meaningfully considered in educational practice. This includes a discussion of task-based approaches as well as literacy development.