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Playing for keeps: gaming as a language learning tool

Published:30 July 2006Publication History

ABSTRACT

We propose a methodology for evaluating second language acquisition in the context of massive multi-player online role-playing games (MMORPG). Careful examination of learning opportunities present in gaming requires us to direct our attention to the characteristics of MMORPGs and how these characteristics support learning. MMORPGs accommodate active learners who assume the role of characters they have selected, create immersive environments that promote the development of conceptual knowledge and engage players in social interaction among a community of players. Since MMORPGs support social interaction between players, MMORPGs serve as the catalyst for fostering students language proficiency as students interact in a foreign language while playing the game. For these reasons, we believe that MMORPGs embody an interesting and underutilized learning environment for second language acquisition. Based upon this premise, we introduce a game-language learning model and explore Sony Online Entertainments 3D game Ever Quest II as a pedagogical tool for students learning English as a second language.

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            • Published in

              cover image ACM Conferences
              SIGGRAPH '06: ACM SIGGRAPH 2006 Educators program
              July 2006
              246 pages
              ISBN:1595933646
              DOI:10.1145/1179295

              Copyright © 2006 ACM

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              • Published: 30 July 2006

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