Skip to main content

Part of the book series: Educational Linguistics ((EDUL,volume 52))

Abstract

This chapter discusses the informal practice of learnful L2 gaming, that is, playing a vernacular (commercial, non-educational) game for the intentional, sometimes incidental purpose of L2 use and practice. The introduction discusses the reasons for this widespread practice and the background section surveys associated theory and research, focusing specifically on informal learning, the notions of learnfulness and gamefulness, and L2 learning with games. The chapter then presents a descriptive study that surveys online, informal advice on learnful L2 gaming culled from three openly accessible online forums from 2014–2016: Reddit, Quora, and Duolingo. In brief, users suggested choosing the right game, playing it learnfully, and interacting with others through and around it, suggestions which mirror findings from research and formal practice. Further discussion of this ‘wisdom of the wild’ conclude the chapter, with implications for pedagogy.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 139.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 179.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 179.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Some of the data is also discussed in Reinhardt (2019a), but the analysis in that publication is not repeated here but rather supplemented by the presentation below, and the data examples in both are unique.

  2. 2.

    https://en.wikipedia.org/wiki/Quora

  3. 3.

    https://en.wikipedia.org/wiki/Reddit

  4. 4.

    https://en.wikipedia.org/wiki/Duolingo

  5. 5.

    The three sites were contacted to ask for permission to use posted comments, but they did not respond. It is assumed that because users were posting in publically accessible forums, they were not expecting complete privacy. The boards are entirely accessible without registering as a user, and none of the posts included personal identifiers; all identifiable usernames have been anonymized here.

References

  • Arnseth, H. C. (2006). Learning to play or playing to learn – A critical account of the models of communication informing educational research on computer gameplay. Game Studies, 6(1). Retrieved January 14, 2010, http://gamestudies.org/0601/articles/arnseth

  • Benson, P. (2011). Language learning and teaching beyond the classroom: An introduction to the field. In P. Benson & H. Reinders (Eds.), Beyond the language classroom (pp. 7–17). Palgrave Macmillan.

    Chapter  Google Scholar 

  • Blume, C. (2019). Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning. Computer Assisted Language Learning, 32(1), 109–132.

    Google Scholar 

  • Blume, C., Schmidt, T., & Schmidt, I. (2017). An imperfect union? Enacting an analytic and evaluative framework for digital games for language learning. Zeitschrift für Fremdsprachenforschung, 28(2), 209–231.

    Google Scholar 

  • Caillois, R. (1957). Les jeux et les hommes. Gallimard.

    Google Scholar 

  • Calleja, G. (2007). Digital game involvement: A conceptual model. Games and Culture, 2(3), 236–260.

    Article  Google Scholar 

  • Chik, A. (2011). Learner autonomy development through digital gameplay. Journal of Digital Culture & Education, 3(1), 30–45.

    Google Scholar 

  • Chik, A. (2012). Digital gameplay for autonomous foreign language learning: Gamers’ and language teachers’ perspectives. In H. Reinders (Ed.), Digital games in language learning and teaching (pp. 95–114). Palgrave Macmillan.

    Chapter  Google Scholar 

  • Chik, A. (2014). Digital gaming and language learning: Autonomy and community. Language Learning and Technology, 18(2), 85–100.

    Google Scholar 

  • Chik, A., & Ho, J. (2017). Learn a language for free: Recreational learning among adults. System, 69, 162–171.

    Article  Google Scholar 

  • Corbin, J., & Strauss, A. (2008). Basics of qualitative research: Techniques and procedures for developing grounded theory (3rd ed.). Sage.

    Book  Google Scholar 

  • Cruaud, C. (2018). The playful frame: Gamification in a French-as-a-foreign-language class. Innovation in Language Learning and Teaching, 12(4), 330–343. https://doi.org/10.1080/17501229.2016.1213268

    Article  Google Scholar 

  • Darvin, R. (2016). Language and identity in the digital age. In S. Preece (Ed.), The Routledge handbook of language and identity (pp. 523–540). Routledge.

    Google Scholar 

  • deHaan, J., Reed, W., & Kuwada, K. (2010). The effect of interactivity with a music video game on second language vocabulary Recall. Language Learning and Technology, 14(2), 74–94.

    Google Scholar 

  • Ellis, R. (2003). Task-based language learning and teaching. Oxford University Press.

    Google Scholar 

  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave/Macmillan.

    Book  Google Scholar 

  • Gee, J. (2005). Semiotic social spaces and affinity spaces: From the age of mythology to today’s schools. In D. Barton & K. Tusting (Eds.), Beyond communities of practice (pp. 214–232). Cambridge University Press.

    Chapter  Google Scholar 

  • Godwin-Jones, R. (2014). Games in language learning: Opportunities and challenges. Language Learning & Technology, 18(2), 9–19.

    Google Scholar 

  • Godwin-Jones, R. (2018). Chasing the butterfly effect: Informal language learning online as a complex system. Language Learning & Technology, 22(2), 8–27.

    Google Scholar 

  • Holden, C., & Sykes, J. (2011). Leveraging mobile games for place-based language learning. International Journal of Game-based Learning, 1(2), 1–18.

    Article  Google Scholar 

  • Holec, H. (1981). Autonomy in foreign language learning. Pergamon.

    Google Scholar 

  • Krashen, S. D. (1985). The input hypothesis: Issues and implications. Longman.

    Google Scholar 

  • Lantolf, J., & Thorne, S. L. (2006). Sociocultural theory and the genesis of second language development. Oxford University Press.

    Google Scholar 

  • Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge University Press.

    Book  Google Scholar 

  • Lee, Y. J. J., & Gerber, H. (2013). It’s a WoW World: Second language acquisition and massively multiplayer online gaming. Multimedia-Assisted Language Learning, 16(2), 53–70.

    Article  Google Scholar 

  • Long, M. (1983). Linguistic and conversational adjustments to non-native speakers. Studies in Second Language Acquisition, 25, 37–63.

    Google Scholar 

  • Miller, M., & Hegelheimer, V. (2006). The SIMS meet ESL: Incorporating authentic computer simulation games into the language classroom. Interactive Technology and Smart Education, 2006(4), 311–328.

    Article  Google Scholar 

  • Nardi, B., Ly, S., & Harris, J. (2007). Learning conversations in World of Warcraft. 40th annual Hawaii international conference on system sciences (pp. 1–10).

    Google Scholar 

  • Neville, D. (2010). Structuring narrative in 3D digital game-based learning environments to support second language acquisition. Foreign Language Annals, 43(3), 446–469.

    Article  Google Scholar 

  • Newgarden, K., & Zheng, D. (2016). Recurrent languaging activities in World of Warcraft: Skilled linguistic action meets the Common European Framework of Reference. ReCALL, 28(3), 274–304.

    Article  Google Scholar 

  • Norton, B., & Gao, Y. (2008). Identity, investment, and Chinese learners of English. Journal of Asian Pacific Communication, 18(1), 109–120.

    Article  Google Scholar 

  • Piiranen-Marsh, A., & Tainio, L. (2009). Other-repetition as a resource for participation in the activity of playing a video game. Modern Language Journal, 93(2), 153–169.

    Article  Google Scholar 

  • Purushotma, R. (2005). You’re not studying, you’re just …. Language Learning and Technology, 9(1), 80–96.

    Google Scholar 

  • Purushotma, R., Thorne, S. L., & Wheatley, J. (2008). Ten key principles for designing video games for foreign language learning. Retrieved November 14, 2014, http://lingualgames.wordpress.com/article/10-key-principles-for-designing-video-27mkxqba7b13d-2/

  • Rama, P., Black, R., van Es, E., & Warschauer, M. (2012). Affordances for second language learning in world of Warcraft. ReCALL, 24(3), 322–338.

    Article  Google Scholar 

  • Ranalli, J. (2008). Learning English with the Sims: Exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21(5), 441–455.

    Article  Google Scholar 

  • Reinders, H., & Wattana, S. (2014). Can I say something? The effects of digital game play on willingness to communicate. Language Learning and Technology, 18(2), 101–123.

    Google Scholar 

  • Reinhardt, J. (2013). Digital game-mediated foreign language teaching and learning: Myths, realities and opportunities. In M. Derivry-Plard, P. Faure, & C. Brudermann (Eds.), Apprendre les langues à l’université au 21ème siècle (pp. 161–178). Riveneuve.

    Google Scholar 

  • Reinhardt, J. (2019a). Gameful second and foreign language teaching and learning: Theory, research, and practice. Palgrave Macmillan.

    Book  Google Scholar 

  • Reinhardt, J. (2019b). State-of-the-art review: Social media in L2 teaching and learning. Language Teaching, 52(1), 1–39.

    Article  Google Scholar 

  • Reinhardt, J., & Sykes, J. M. (2014). Special issue commentary: Digital game activity in L2 teaching and learning. Language Learning & Technology, 18(2), 2–8.

    Google Scholar 

  • Reinhardt, J., & Thorne, S. L. (2016). Metaphors for digital games and language learning. In F. Farr & L. Murray (Eds.), Routledge handbook of language learning and technology (pp. 415–430). Routledge.

    Google Scholar 

  • Reinhardt, J., & Thorne, S. L. (2019). Digital literacies as emergent multifarious repertoires. In N. Arnold & L. Ducate (Eds.), Engaging language learners through CALL: From theory and research to informed practice (pp. 208–239). Equinox.

    Google Scholar 

  • Reinhardt, J., Warner, C., & Lange, K. (2014). Digital game literacies in L2 German. In J. Pettes-Guikema & L. Williams (Eds.), Digital literacies in foreign language education (pp. 159–177). CALICO.

    Google Scholar 

  • Ryu, D. (2013). Play to learn, learn to play: Language learning through gaming culture. ReCALL, 25(2), 286–301.

    Article  Google Scholar 

  • Sauro, S., & Zourou, K. (2017). CALL for papers for CALL in the digital wilds special issue. Language Learning & Technology, 21(1), 186.

    Google Scholar 

  • Scholz, K. (2017). Encouraging free play: Extramural digital game-based language learning as a complex adaptive system. CALICO Journal, 34(1), 39–57.

    Article  Google Scholar 

  • Scholz, K., & Schulze, M. (2017). Digital-gaming trajectories and second language development. Language Learning & Technology, 21(1), 99–119.

    Google Scholar 

  • Seay, A. F., Jerome, W. J., Lee, K. S., & Kraut, R. E. (2004). Project massive: A study of online gaming communities. In Proceedings of CHI 2004 (pp. 1421–1424). ACM.

    Google Scholar 

  • Shintaku, K. (2016). The interplay of game design and pedagogical mediation in game-mediated Japanese learning. International Journal of Computer-Assisted Language Learning and Teaching, 6(4), 36–55.

    Article  Google Scholar 

  • Statista. (2018). Number of active video gamers worldwide from 2014 to 2021 (in millions). Retrieved August 15, 2018, https://www.statista.com/statistics/748044/number-video-gamers-world/

  • Swain, M. (2006). Languaging, agency and collaboration in advanced language proficiency. In H. Byrnes (Ed.), Advanced language learning: The contribution of Halliday and Vygotsky (pp. 95–108). Continuum.

    Google Scholar 

  • Sykes, J., & Reinhardt, J. (2012). Language at play: Digital games in second and foreign language teaching and learning. Pearson.

    Google Scholar 

  • Sylvén, L. K., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302–321.

    Article  Google Scholar 

  • Thorne, S. L. (2008). Transcultural communication in open internet environments and massively multiplayer online games. In S. Magnan (Ed.), Mediating discourse online (pp. 305–327). John Benjamins.

    Chapter  Google Scholar 

  • Thorne, S. L., Fischer, I., & Lu, X. (2012). The semiotic ecology and linguistic complexity of an online game world. ReCALL, 24(3), 279–301.

    Article  Google Scholar 

  • Vazquez-Calvo, B. (2018). The online ecology of literacy and language practices of a gamer. Educational Technology & Society, 21(3), 199–212.

    Google Scholar 

  • Vosburg, D. (2017). The effects of group dynamics on language learning and use in an MMOG. CALICO Journal, 34(1), 58–74.

    Article  Google Scholar 

  • Vygotsky, L. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

    Google Scholar 

  • Zheng, D., Young, M., Wagner, M., & Brewer, R. (2009). Negotiation for action: English language learning in game-based virtual worlds. Modern Language Journal, 93(4), 489–511.

    Article  Google Scholar 

  • Zheng, D., Newgarden, K., & Young, M. (2012). Multimodal analysis of language learning in World of Warcraft play: Languaging as values-realizing. ReCALL, 24(3), 339–360.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding authors

Correspondence to Jonathon Reinhardt or Yiting Han .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Reinhardt, J., Han, Y. (2021). Learnful L2 Gaming: The Wisdom of the Wild. In: Fuchs, C., Hauck, M., Dooly, M. (eds) Language Education in Digital Spaces: Perspectives on Autonomy and Interaction. Educational Linguistics, vol 52. Springer, Cham. https://doi.org/10.1007/978-3-030-74958-3_9

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-74958-3_9

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-74957-6

  • Online ISBN: 978-3-030-74958-3

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics