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Introduction

“Computers are useless for they can only give answers” – Picasso

My main interests in CALL are in its use for the development of learner autonomy and its use for the provision of language support in out-of-class settings. I have developed software for different universities for this purpose. Have a look on the ‘Virtual and Blended’ learning page for demos.

I am very excited about the book series that I edit for Palgrave Macmillan on ‘New Language Learning and Teaching Environments’. This is dedicated to recent developments in learner-centred approaches and the impact of technology on learning and teaching inside and outside the language classroom. You can read more about it and how to submit a proposal here.

Research Network on Digital Games
Digital gaming is now the fastest growing sector of the global entertainment industry and the most popular online activity among youth. Although digital gaming and learning is becoming an established field in education, it is still on the fringe of second and foreign language (SFL) teaching and learning research. Though there are recent collections addressing digital gaming and SFL teaching and learning (see for example special issues of ReCALL, 2012; Language Learning & Technology, 2014, Peterson, 2013, and the edited volume by Hayo Reinders 2012), we argue that digital gaming must be better informed by SLA research. Digital gaming and SFL learning and teaching is a particular intriguing research area because it is frequently situated in out-of-class contexts (e.g. at home or at gaming centres) and away from teachers’ and parental attention. Published studies have shown that SFL digital gamers are creatively using digital gaming for both SFL teaching, advising, and learning spaces and resources. Gamers are also using both traditional and new strategies for literacy development. So, research on digital gaming and SFL teaching and learning is anchored in the emerging areas of informal SFL teaching and learning, and but also has its roots in research in autonomy and new literacies studies.

The purpose of the Research Network is to bring together existing best practice and specifically to:
– Identify current practice in the use of games for collecting language data, and to develop an inventory of tools that can be used for this purpose
– Compile a list of research projects in digital games with information about opportunities for collaboration
– Host periodic online discussion forums on game-based SLA research and teaching
– Publish a special issue of Innovation in Language Learning and Teaching on ‘Researching (with) Digital Games’
– Publish a book on ‘Innovation in Research Methods’ in the ‘New Language Learning and Teaching Environments’ series of Palgrave Macmillan, with a strong focus on the use of digital games.

We will create an online community to facilitate this work. For now you can register your interest by using the ‘contact’ page on this site.

ReN

Innovation in Language Learning & Teaching special issue
Cynthia White and I have recently completed editing a special issue of Innovation in Language Learning and Teaching on the topic of Teacher Education and CALL. More information can be found here.

Interview
At the Wireless Ready conference in Nagoya recently Darren Elliott interviewed me about the topics above. You can watch the interview here.

An Interview With Hayo Reinders from darren elliott on Vimeo.

The English Language Self Access Centre at the University of Auckland.

The English Language Self Access Centre at the University of Auckland.



 
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Recent books
Innovation in Language Learning & Teaching. The case of Thailand.


Contemporary Task-based Language Teaching in Asia.
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