Call for Papers: AILA Research Network Symposium at AILA in Rio de Janeiro 2017
The Research Network on Digital Games is calling for papers for its symposium at the upcoming AILA Congress in 2017 in Rio, Brazil (http://www.aila2017.com.br/index.php/en/)
Research on digital gaming and Second/Foreign language teaching and learning is anchored in the emerging areas of informal Second/Foreign language teaching and learning, and but also has its roots in research in autonomy and new literacies studies. As a growing area of research, we are especially interested in expanding the conversation on the following theme:
1) exploring how games provide opportunities for language input and interaction in informal settings, and
2) identifying ways in which gaming environments can be used for collecting data about language use in out-of-class settings.
AILA 2017 will be a particularly exciting venue for researchers on digital gaming as the Latin American market has been identified as significant growth area, and Brazil is the market leader. We are anticipating warm reception of the symposium among both international and regional academics and educators.
If you are interested in joining us, we would like to invite you to submit a 2-300 word abstract for a 20-min individual presentation. Although we are particularly interested in papers presenting empirical data, papers focusing on theoretical or historical perspectives are also welcome. Please submit your abstract to either Alice Chik or myself.
New book series: New Language Learning and Teaching Environments
I am very excited to announce a new book series for Palgrave Macmillan on ‘New Language Learning and Teaching Environments’, dedicated to recent developments in learner-centred approaches and the impact of technology on learning and teaching inside and outside the language classroom. I am now inviting submissions for full-length manuscripts and edited books.
New Language Language Learning and Teaching Environments offers a multidisciplinary forum for presenting and investigating the latest developments in language education, taking a pedagogic approach with a clear focus on the learner, and with clear implications for both researchers and language practitioners.
Aims and scope:
• To publish cutting-edge research into current developments and innovation in language learning and teaching practice.
• To publish applied accounts of the ways in which these developments impact on current and future language education.
• To encourage dissemination and cross-fertilisation of policies and practice relating to learner-centred pedagogies for language learning and teaching in new learning environments.
• To disseminate research and best practice in out-of-class and informal language learning.
Work on New Language Environments encompasses research (both theoretical and applied) and development in areas as diverse as (and not limited to):
Virtual learning environments
Content and Language Integrated Learning
Language Advising and Counselling
The first book in the series is ‘Digital Games in Language Learning and Teaching‘, edited by myself.
The second is:
Lamy & Zourou ‘Social Networking for Language Education’
Forthcoming titles include:
Stickler et al ‘Training Language Professionals for Online Teaching. Pedagogy, Practice and Reflexion’
Mark Pegrum’s book on mobile learning.
Geoffrey Sockett’s The Online Informal Learning of English.
And One-on-One Language Teaching and Learning by Tasha Bleistein and Marilyn Lewis.
digital games and L2 interaction and acquisition
A particular area of interest for me is the use of digital games in L2 acquisition. I have an edited book on this topic coming out soon and will post more information here as soon as it is available. A pratical article on using games in the classroom can be found here:
One of my PhD students (Sorada Wattana) and I are looking into the effects of game play on students’ Willingness to Communicate (WTC) and their actual in-game interaction. We are also looking at the
effects of different types of instructions (in the form of in-game quests) on the quantity and quality of target language use. Preliminary results have been presented at the 2010 Wireless Ready conference in Nagoya and you can read some of the findings here:
Reinders, H. & Wattana, S. 2011 ‘Learn English or Die: The effects of digital games on Interaction and Willingness to Communicate in a Foreign Language’. Digital Culture and Education, 3(1), p. 4-28.