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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Index Terms
Playing for keeps: gaming as a language learning tool
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