{"title":"探讨日本英语学习者基于数字游戏的口语互动对第二语言学习的好处","authors":"Michael Hofmeyr","doi":"10.14705/rpnet.2020.48.1172","DOIUrl":null,"url":null,"abstract":"This paper describes the initial findings of an exploratory research\n project investigating the use of the cooperative digital puzzle game Keep\n Talking and Nobody Explodes as a means to facilitate Second Language\n Acquisition (SLA). A qualitative case study approach was taken to closely\n examine the linguistic interaction between three L2 learners of English at a\n Japanese university who played the game over four one-hour sessions. The\n findings include clear examples of learners negotiating for meaning and\n making use of a range of discourse strategies theorised to contribute to\n effective language learning within an interactionist SLA framework. By\n demonstrating that the learner-to-learner interaction evoked by this game\n can set in motion multiple processes linked to L2 development, the results\n suggest that the game, as well as others that make use of a similar\n information-gap mechanic, could be effectively put to use for language\n learning and teaching purposes in a variety of formal and informal\n educational contexts.","PeriodicalId":302354,"journal":{"name":"CALL for widening participation: short papers from EUROCALL 2020","volume":"31 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Exploring the L2 learning benefits of digital game-based spoken\\n interaction among Japanese learners of English\",\"authors\":\"Michael Hofmeyr\",\"doi\":\"10.14705/rpnet.2020.48.1172\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper describes the initial findings of an exploratory research\\n project investigating the use of the cooperative digital puzzle game Keep\\n Talking and Nobody Explodes as a means to facilitate Second Language\\n Acquisition (SLA). A qualitative case study approach was taken to closely\\n examine the linguistic interaction between three L2 learners of English at a\\n Japanese university who played the game over four one-hour sessions. The\\n findings include clear examples of learners negotiating for meaning and\\n making use of a range of discourse strategies theorised to contribute to\\n effective language learning within an interactionist SLA framework. By\\n demonstrating that the learner-to-learner interaction evoked by this game\\n can set in motion multiple processes linked to L2 development, the results\\n suggest that the game, as well as others that make use of a similar\\n information-gap mechanic, could be effectively put to use for language\\n learning and teaching purposes in a variety of formal and informal\\n educational contexts.\",\"PeriodicalId\":302354,\"journal\":{\"name\":\"CALL for widening participation: short papers from EUROCALL 2020\",\"volume\":\"31 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-12-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"CALL for widening participation: short papers from EUROCALL 2020\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.14705/rpnet.2020.48.1172\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"CALL for widening participation: short papers from EUROCALL 2020","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14705/rpnet.2020.48.1172","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本文描述了一项探索性研究项目的初步结果,该项目调查了使用合作数字益智游戏“Keep Talking and Nobody explosions”作为促进第二语言习得(SLA)的手段。本文采用定性案例研究方法,仔细研究了日本一所大学的三名英语第二语言学习者在四次一小时的游戏中进行的语言互动。研究结果包括学习者协商意义和使用一系列话语策略的清晰例子,这些策略有助于在互动主义二语习得框架内有效地学习语言。通过证明这个游戏引起的学习者对学习者的互动可以启动与第二语言发展相关的多个过程,结果表明,这个游戏以及其他利用类似信息差距机制的游戏,可以有效地用于各种正式和非正式教育背景下的语言学习和教学目的。
Exploring the L2 learning benefits of digital game-based spoken
interaction among Japanese learners of English
This paper describes the initial findings of an exploratory research
project investigating the use of the cooperative digital puzzle game Keep
Talking and Nobody Explodes as a means to facilitate Second Language
Acquisition (SLA). A qualitative case study approach was taken to closely
examine the linguistic interaction between three L2 learners of English at a
Japanese university who played the game over four one-hour sessions. The
findings include clear examples of learners negotiating for meaning and
making use of a range of discourse strategies theorised to contribute to
effective language learning within an interactionist SLA framework. By
demonstrating that the learner-to-learner interaction evoked by this game
can set in motion multiple processes linked to L2 development, the results
suggest that the game, as well as others that make use of a similar
information-gap mechanic, could be effectively put to use for language
learning and teaching purposes in a variety of formal and informal
educational contexts.