Tag Archives: videogames

My Dissertation Abstract on MMORPGs to Improve ESL Skills

A Massively Multiplayer Online Role-Playing Game with Language Learning Strategic Activities to Improve English Grammar, Listening, Reading, and Vocabulary This mixed-methods-collective-case-study focused on the use of an online videogame combined with second language acquisition (SLA) strategic gameplay to improve English language learners’ (ELLs) grammar, listening, reading, and vocabulary. Its purpose was to determine whether a noneducational, massively, multiplayer, online, role-playing

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Checklist for Novice Education Gaming Researchers

This is a cursory list of important concepts and items to consider when preparing to conduct educational research that involves the use of videogames. Use media selection criteria (e.g., Chapelle’s 2001 computer-assisted language learning media criteria or Jamieson, Chapelle, & Preiss, 2005 revised version) Determine reading level of videogame text by analyzing chat logs with the Flesch-Kincaid readability index. Make

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Join me at SITE 2017 Conference in Austin, TX

Two of my proposals were accepted for presentation at the Society for Information Technology and Teacher Education (SITE) International Conference in Austin, TX.  I’d love to connect with any of my readers who are also going to SITE.  This will be my third time to attend this conference.  This time around, I’ll be sharing the outcomes of my dissertation and participating

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What kind of vocabulary can you learn from role-playing videogames?

In my gaming research study with EverQuestII® (EQII), I was pleasantly surprised to see a dominance of neutral words and only a slight majority of negative words over positive ones. This is based on the participants’ text-based, chat logs that I analyzed with the vocabulary concordancer called Range. Chat logs include language from the non-playing characters (NPCs), playing characters (gamers), and

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Goals of Research Study on MMORPGs + SLA Strategies

This summer, I started my research study for my dissertation on massively multiplayer online role-playing games (MMORPGs) combined with second language acquisition (SLA) optimizing activities.  I want to find out if free, commercial video games, MMORPGs in particular, are useful in helping English language learners (ELLs) acquire English skills.  Could MMORPGs be used to supplement language programs or personal learning

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Videogames for Extracurricular Second Language Acquisition Activities

Massive multiplayer online role-playing games (MMORPGs) provide English language learners (ELLs) with various gameplay situations and narratives to learn language functions in interactive, fun, and effective ways. Commercial MMORGs like World of Warcraft (WOW) provide numerous opportunities to practice information literacy activities such as interpreting, seeking, synthesizing, and disseminating information (Martin & Steinkuehler, 2010).  According to Krashen’s (1982) acquisition versus

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Cognitive Perspective of Flow Theory and Video Games

Flow Theory Csikszentmihalyi (1990) flow theory is based on several interrelated psychological constructs: ability, attitude, cognition, emotion, motivation, and personality. When perfectly combined in a task, they catapult a person into a state of flow commonly known as being in the zone. Csikszentmihalyi refers to this as an optimal experience. “He discovered that people around the world had shared descriptions

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Why I Think Non-violent Video Games Are a Valuable Learning Environment

Gee’s (2007) description of semiotic domains reminds me of what my language peers refer to as multiple literacies; that’s the literacy required to perform a task beyond reading, writing, and arithmetic. Semiotic domain refers to the ability to detect the signs, symbols, merit, value, and language of a particular activity in order to function properly within it. For example, children

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Trace Effects Video Game for Learning English as a Foreign Language

What is it? Trace Effects is an educational 3-D multimedia interactive video game that can be played individually off-line from a DVD or online individually or with a group. There’s also a complimentary mobile app called Trace Word Soup, which is a vocabulary game. Trace Effects was designed for English language learners (ELLs) ages 12-16 by the United States Department

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