TY - JOUR
T1 - Out-of-school language learning through digital gaming
T2 - a case study from an activity theory perspective
AU - Li, Ke
AU - Peterson, Mark
AU - Wang, Qiao
N1 - Publisher Copyright:
© 2022 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2022
Y1 - 2022
N2 - This study applies Activity Theory to describe and analyze an out-of-school project in which eight Chinese university students utilized a massively multiplayer online game (MMOG) to learn English. Based on data collected through questionnaires, gaming journals, gaming recordings and interviews, thematic analysis was performed to identify the recurrent themes, which were then mapped onto the activity system. Four contradictions were identified in the process. Temporary contradictions dominated the early phase of the project and were easily resolved. However, inherent contradictions, mainly manifesting themselves through inadequate competence and learner variation, remained unresolved. Efforts to overcome these tensions resulted in the evolvement of the activity system. In terms of the actual outcomes, there was evidence for the development and exercise of autonomy. Learners also reported enhanced confidence and gains in vocabulary, listening and oral fluency. The study contributes new knowledge to the field by revealing how non-gamers make use of digital gaming for language learning in an informal setting. Pedagogical implications for digital game-based language learning are discussed and suggestions for future research are also provided.
AB - This study applies Activity Theory to describe and analyze an out-of-school project in which eight Chinese university students utilized a massively multiplayer online game (MMOG) to learn English. Based on data collected through questionnaires, gaming journals, gaming recordings and interviews, thematic analysis was performed to identify the recurrent themes, which were then mapped onto the activity system. Four contradictions were identified in the process. Temporary contradictions dominated the early phase of the project and were easily resolved. However, inherent contradictions, mainly manifesting themselves through inadequate competence and learner variation, remained unresolved. Efforts to overcome these tensions resulted in the evolvement of the activity system. In terms of the actual outcomes, there was evidence for the development and exercise of autonomy. Learners also reported enhanced confidence and gains in vocabulary, listening and oral fluency. The study contributes new knowledge to the field by revealing how non-gamers make use of digital gaming for language learning in an informal setting. Pedagogical implications for digital game-based language learning are discussed and suggestions for future research are also provided.
KW - Computer assisted language learning
KW - activity theory
KW - autonomy
KW - digital gaming
KW - game-based learning
KW - out-of-school language learning
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U2 - 10.1080/09588221.2022.2067181
DO - 10.1080/09588221.2022.2067181
M3 - Article
AN - SCOPUS:85130885756
SN - 0958-8221
JO - Computer Assisted Language Learning
JF - Computer Assisted Language Learning
ER -