Pusack-Otto Lecture Series: Role of Play. Gaming and Computer Assisted Language Learning

News & Events

Friday, October 28, 2011

101 BCSB

The Role of Play, Gaming, and Computer Assisted Language Learning in Second Language Learning

The desire to play is a fundamental characteristic of human behavior, so much so that we often refer to homo sapiens as homo ludens, the person who plays. With respect to second language (L2) learning and computer-assisted language learning (CALL), however, the field has just begun to tap the power of play and gaming as a framework for creating pedagogicalmaterials and CALL applications. Nevertheless, today’s tech-savvy students spend a great deal of time playing games on computers or hand-held devices, or navigating in and out of game-like environments. This presentation explores what the gaming world may offer the foreign language curriculum, keeping in mind the following affordances:

▪ a designed or guided experience with unlimited practice
▪ feedback assisted by online smart tools
▪ a safe, low-stakes environment to try out new L2 identities and behaviors
▪ an engaging way to test hypotheses about language structure and cultural practices

These and other aspects of gaming will be illustrated with CALL examples, along with suggestions for integration into the L2 curriculum. The presentation will emphasize the importance of sound gaming principles, whether implemented in the language classroom or the CALL learning environment.