Tuesday, March 15, 2011

Annotated Bibliography Preview


Rankin, Y. A., McNeal, M., Shute, M. W., & Gooch, B. (2008). User Centered Game Design: Evaluating Massive Multiplayer Online Role PLaying Games for Second Language Acquisition. 2008 ACM SIGGRAPH Symposium on Video Games (pp. 43-50). ACM.
This source explores the possibility of using massively multi-player online role playing games (MMORPG) as a tool for second language learning. The article suggests that these games, although unorthodox, show great potential for vocabulary development and demonstrate the importance of interaction.  For my project, I'm analyzing World of Warcraft and (possibly) the Rosetta Stone program. Though the article doesn't specifically address either pc software, it does use a MMORPG that's similar to World of Warcraft, making this article particularly relevant to my project.

Rankin, Y., Gold, R., & Gooch, B. (2006). 3D Role-Playing Games as Language Learning Tools. Eurographics.
            This article is actually a pilot study for the previously cited article. It also focuses on a MMORPG and measures its effects on second language interaction by determining how much of an increase there was in utterances/messages sent in-game throughout the study.

Steinkuehler, C. A. (2004). Learning in Massively Multiplayer Online Games. 6th International Conference on Learning Sciences (pp. 521-528). International Society of the Learning Sciences.
            This article also focuses on an MMORPG, but isn't targeted to SLA. This article seems primarily concerned with how learning takes place and how the identities players take on influence learning.  Because my goal is to analyze the potential for learning of MMORPGs, this article is relevant to my project.

Stevens, V. (2006). Second Life in Education and Language Learning. The Electronic Journal for Teaching as a Second Language.
            This article focuses on a different MMORPG, Second Life. This game is not as directed as other games because users create their own content, and it focuses more on the social interactions. There are no objectives, monsters to kill, or tasks to complete in Second Life. This game takes away much of the game-like content and immerses users in a truly role playing situation. The players become their avatars and interact with other avatars.  While this game isn’t completely like the one I’m studying, it is still relevant because of the interactions between individuals in a virtual space.

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