1 Introduction |
|
1 | (18) |
|
1.1 Theory, Research, and Practice |
|
|
1 | (7) |
|
|
4 | (1) |
|
|
5 | (3) |
|
1.2 Gamefulness: A Framework for the Use of Games in L2TL |
|
|
8 | (4) |
|
|
8 | (1) |
|
|
9 | (1) |
|
|
10 | (1) |
|
|
11 | (1) |
|
1.3 Purpose of the Book and Outline of Chapters |
|
|
12 | (7) |
2 Learnful L2 Gaming |
|
19 | (26) |
|
2.1 Who Plays Digital Games and Why? |
|
|
20 | (5) |
|
2.2 Games in Other Languages |
|
|
25 | (17) |
|
2.2.1 Games as Cultural Artifacts |
|
|
27 | (3) |
|
2.3 Informal Game-Enhanced L2 Learning in the Wild |
|
|
30 | (1) |
|
2.3.1 Data and Procedures |
|
|
31 | (3) |
|
|
34 | (5) |
|
2.3.3 Discussion and Implications |
|
|
39 | (3) |
|
|
42 | (1) |
|
|
42 | (3) |
3 Play |
|
45 | (32) |
|
|
46 | (3) |
|
3.2 Play and Language Play |
|
|
49 | (5) |
|
3.3 Caillois' Forms of Gameplay |
|
|
54 | (8) |
|
|
55 | (2) |
|
|
57 | (1) |
|
|
58 | (2) |
|
|
60 | (2) |
|
3.4 From Play Forms to Play Styles |
|
|
62 | (5) |
|
|
65 | (2) |
|
3.5 From Play Styles to Gameful L2 Learning Preferences |
|
|
67 | (6) |
|
|
68 | (1) |
|
|
69 | (3) |
|
3.5.3 Learning Strategies |
|
|
72 | (1) |
|
|
73 | (1) |
|
|
74 | (3) |
4 Game |
|
77 | (24) |
|
4.1 Game as Rules, Narrative, and Media |
|
|
78 | (9) |
|
4.1.1 Game as Rules/Gameplay as Agency |
|
|
79 | (3) |
|
4.1.2 Game as Narrative/Gameplay as Identity |
|
|
82 | (2) |
|
4.1.3 Game as Media/Gameplay as Community |
|
|
84 | (3) |
|
4.2 Game Type: Formats, Genres, and Elements |
|
|
87 | (11) |
|
|
87 | (3) |
|
4.2.2 Digital Game Genres |
|
|
90 | (4) |
|
4.2.3 Game Elements: Mechanics, Dynamics, Behaviors, and Other Features |
|
|
94 | (4) |
|
|
98 | (1) |
|
|
99 | (2) |
5 Gameful L2 Learning |
|
101 | (40) |
|
5.1 SLA and Gameful L2 Learning |
|
|
102 | (11) |
|
5.1.1 A Structural-Behaviorist View of Gameful L2 Learning |
|
|
104 | (2) |
|
5.1.2 A Psycho-Cognitive View of Gameful L2 Learning |
|
|
106 | (2) |
|
5.1.3 Social-Informed Perspectives on Gameful L2 Learning |
|
|
108 | (3) |
|
5.1.4 Ecological Perspectives on Gameful L2 Learning |
|
|
111 | (2) |
|
5.2 Affordances for Gameful L2 Learning |
|
|
113 | (24) |
|
5.2.1 Contextualized Language Learning |
|
|
116 | (4) |
|
5.2.2 Time for L2 Use and Learning |
|
|
120 | (2) |
|
5.2.3 Spaces for Sheltered Practice |
|
|
122 | (2) |
|
5.2.4 Goal-Oriented Learning and Feedback |
|
|
124 | (2) |
|
5.2.5 Opportunities for Languaging and Social Collaboration |
|
|
126 | (3) |
|
5.2.6 Identity Work and Play |
|
|
129 | (3) |
|
5.2.7 Time/Place (In)Dependent Learning |
|
|
132 | (3) |
|
5.2.8 Autonomous, Extramural Learning |
|
|
135 | (2) |
|
|
137 | (1) |
|
|
138 | (3) |
6 Game-Enhanced L2TL |
|
141 | (32) |
|
6.1 Pedagogical Mediation |
|
|
142 | (3) |
|
6.2 Evaluating and Choosing a Game |
|
|
145 | (8) |
|
|
146 | (2) |
|
6.2.2 CALL Appropriateness |
|
|
148 | (3) |
|
6.2.3 Play Preferences and Dispositions |
|
|
151 | (1) |
|
6.2.4 Conclusion: Evaluating and Choosing a Game |
|
|
152 | (1) |
|
6.3 Frameworks for Game-Enhanced Activity Design |
|
|
153 | (11) |
|
|
153 | (2) |
|
6.3.2 Game Discourses and Functions |
|
|
155 | (3) |
|
|
158 | (1) |
|
6.3.4 Experiential Learning |
|
|
159 | (1) |
|
6.3.5 Bridging Activities |
|
|
160 | (2) |
|
6.3.6 Conclusion: Frameworks |
|
|
162 | (2) |
|
6.4 A Guide to Game-Enhanced L2 Instruction |
|
|
164 | (7) |
|
6.4.1 Evaluating and Choosing the Game |
|
|
164 | (2) |
|
6.4.2 Project Design and Implementation |
|
|
166 | (3) |
|
|
169 | (2) |
|
6.5 Conclusion: Game-Enhanced L2TL |
|
|
171 | (1) |
|
|
171 | (2) |
7 Game-Informed L2TL |
|
173 | (20) |
|
7.1 Implications from Research for Game-Informed L2TL |
|
|
174 | (8) |
|
7.1.1 Contextualized Language Learning |
|
|
174 | (1) |
|
7.1.2 Time for L2 Use and Learning |
|
|
175 | (1) |
|
7.1.3 Spaces for Sheltered Practice |
|
|
176 | (1) |
|
7.1.4 Goal-Oriented Learning |
|
|
176 | (1) |
|
7.1.5 Languaging and Social Collaboration |
|
|
177 | (2) |
|
7.1.6 Identity Work and Play |
|
|
179 | (1) |
|
7.1.7 Time/Place (In)Dependent Learning |
|
|
179 | (2) |
|
7.1.8 Autonomous, Extramural Learning |
|
|
181 | (1) |
|
7.1.9 Conclusion: Game-Informed Implications for L2TL |
|
|
181 | (1) |
|
7.2 Gamification: Overview |
|
|
182 | (4) |
|
7.3 Elements of Gamification |
|
|
186 | (4) |
|
7.4 Conclusion: Game-Informed L2TL |
|
|
190 | (1) |
|
|
191 | (2) |
8 Game-Based L2TL |
|
193 | (32) |
|
|
194 | (5) |
|
8.2 Implications from Research for L2 Educational Game Design |
|
|
199 | (8) |
|
8.2.1 Contextualized Language Learning |
|
|
199 | (1) |
|
8.2.2 Time for L2 Use and Learning |
|
|
200 | (1) |
|
8.2.3 Spaces for Sheltered Practice |
|
|
201 | (1) |
|
8.2.4 Goal-Oriented Learning and Feedback |
|
|
202 | (2) |
|
8.2.5 Languaging and Social Collaboration |
|
|
204 | (1) |
|
8.2.6 Identity Work and Play |
|
|
205 | (1) |
|
8.2.7 Time/Place (In)Dependent Learning |
|
|
206 | (1) |
|
8.2.8 Autonomous, Extramural Learning |
|
|
206 | (1) |
|
8.3 Planning a Game for L2TL |
|
|
207 | (13) |
|
8.3.1 Play Different Games and Analyze Their Language and Designs |
|
|
208 | (1) |
|
8.3.2 Alter or Mod Existing Games |
|
|
209 | (1) |
|
8.3.3 Design Simple Analog Game Prototypes, Playtest, and Re-design Them |
|
|
210 | (1) |
|
8.3.4 Analyze the Narrative Arcs of Stories |
|
|
211 | (1) |
|
8.3.5 Create a Game World |
|
|
212 | (1) |
|
8.3.6 Write a Gameful, Interactive Story |
|
|
213 | (1) |
|
8.3.7 Design Mazes, Puzzles, and Playgrounds |
|
|
214 | (2) |
|
8.3.8 Design Game Tasks, Features, and Win Conditions |
|
|
216 | (1) |
|
8.3.9 Design Screen Mockups, Storyboards, and Decision Trees |
|
|
217 | (1) |
|
8.3.10 Conclusion: Planning a Game |
|
|
218 | (2) |
|
8.4 Conclusion: Game-Based L2TL |
|
|
220 | (1) |
|
|
221 | (4) |
9 Researching Gameful L2TL |
|
225 | (32) |
|
|
226 | (9) |
|
9.1.1 Research Purpose, Questions, and Orientation |
|
|
227 | (1) |
|
9.1.2 Research Design and Parameters |
|
|
228 | (2) |
|
9.1.3 Theoretical and Methodological Frameworks |
|
|
230 | (1) |
|
9.1.4 Language, Participants, and Context |
|
|
231 | (2) |
|
|
233 | (2) |
|
|
235 | (4) |
|
9.3 An Example of Gameful L2 Learning Research: The Role of Involvement in Game-Enhanced L2 Vocabulary Learning |
|
|
239 | (15) |
|
9.3.1 Research Problem and Background |
|
|
240 | (3) |
|
9.3.2 Theoretical Framework and Research Questions |
|
|
243 | (1) |
|
|
244 | (3) |
|
9.3.4 Results and Discussion |
|
|
247 | (4) |
|
9.3.5 Implications for the Next Iteration |
|
|
251 | (3) |
|
|
254 | (1) |
|
|
255 | (2) |
10 Conclusion |
|
257 | (10) |
|
10.1 Summary of Key Points |
|
|
258 | (4) |
|
|
262 | (3) |
|
|
265 | (2) |
List of Games Mentioned |
|
267 | (6) |
Appendix. Suggested readings |
|
273 | (6) |
References |
|
279 | (22) |
Index |
|
301 | |