CALICO Journal · 2008 · 322 citations · 47 references
EducationEducational TechnologySecond Language StudiesInteractive MediaSecond Language EducationTechnology-based Language TeachingDigital MediaImmersive Learning EnvironmentsImmersive MediaNew MediaOnline LearningVirtual Learning EnvironmentsImmersive Language LearningMassively Multiplayer Online GamesMediated Learning EnvironmentsMultiplayer GamesOnline Learning EnvironmentsSynthetic EnvironmentsTechnology-mediated Language LearningWeb 2.0
The future of computer‑assisted language learning depends on the growing overlap between mediated and nonmediated contexts, making innovative digital media essential for CALL. This article reviews current mediated‑communication trends and proposes that emerging media—Web 2.0 tools and 3‑D virtual environments—serve as meaningful contexts and real‑world relevance for near‑future L2 learning, aiming to spark research and pedagogical innovation for 21st‑century communicative contexts. The authors survey Web 2.0 technologies such as blogs, wikis, and social bookmarking for collaborative content, and examine open social virtualities, massively multiplayer online games, and synthetic immersive environments as potential platforms for language instruction. They report that synthetic immersive environments can foster interlanguage pragmatic development and describe an existing project demonstrating this potential.
In light of the increasingly blurred line between mediated and nonmediated contexts for social, professional, and educational purposes, attention to the presence and use of innovative digital media is critical to the consideration of the future of computer-assisted language learning (CALL). This article reviews current trends in the use of mediated communication and offers a vision for near-future second and foreign language (L2) learning that utilizes emerging media as (a) meaningful contexts for L2 language development and (b) a means for adding real world relevance to in-class uses of internet-mediated communication tools. In this article, we first explore a sampling of Web 2.0 technologies (e.g., blogs, wikis, and social bookmarking) related to collaborative content building and dissemination of information. We then consider three types of 3-dimensional virtual environments, including open social virtualities (such as Second Life and There), massively multiplayer online games (MMOGs) (e.g., World of Warcraft, Everquest, and Eve Online), and synthetic immersive environments (SIEs, i.e., visually rendered spaces which combine aspects of open social virtualities with goal-directed gaming models to address specific learning objectives). In particular, we report on SIEs as they might be used to foster interlanguage pragmatic development and briefly report on an existing project in this area. The ultimate goal is to spark future research and pedagogical innovation in these areas of emerging digital media in order to arrive at a greater understanding of the complexities involved in their integration with language learning in ways that will be most relevant to the communicative contexts of the 21st century.
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What Video Games Have to Teach Us about Learning and Literacy
Education + Training · 2004 · 6.7K citations · Full text
Computer-Mediated Communication
Joseph B. Walther · Communication Research · 1996 · 4.7K citations