A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

Author:

Kongmee Isara1,Strachan Rebecca1,Pickard Alison1,Montgomery Catherine2

Affiliation:

1. School of Computing, Engineering and Information Sciences, Northumbria University, Newcastle upon Tyne, UK

2. School of Health, Community & Education Studies, Northumbria University, Newcastle upon Tyne, UK

Abstract

Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers.

Publisher

IGI Global

Subject

Computer Science Applications,Education

Reference14 articles.

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2. Bryant, T. (2007). Games as an ideal learning environment. Nitle Transformations, 1(2), 1-8. Retrieved February 10, 2009, from http://hdl.handle.net/10090/6565

3. Connolly, T. M., Boyle, E., Stansfield, M. H., & Hainey, T. (2006, September 5-7). Can computer games help next generation learners? A survey of students' reasons for playing computer games. In Proceedings of the 13thInternational Conference of the Association of Learning and Teaching ALT-C: The Next Generation, Edinburgh, Scotland (pp. 121-131).

4. The nature of the L2 user;V.Cook;The Routledge applied linguistics reader,2011

5. What video games have to teach us about learning and literacy

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