Learner autonomy development through digital gameplay

Research output: Journal Publications and Reviews (RGC: 21, 22, 62)21_Publication in refereed journalpeer-review

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Author(s)

  • Alice Chik

Related Research Unit(s)

Detail(s)

Original languageEnglish
Pages (from-to)30-44
Journal / PublicationDigital Culture & Education
Volume3
Issue number1
Online published15 Apr 2011
Publication statusPublished - 15 Dec 2011

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Abstract

laying digital games is undeniably a popular leisure activity, and digital gaming is also gaining academic attention and recognition for enhancing digital literacies and learning motivation. One tricky issue when exploring digital gaming in Asian contexts is the popularity of English and Japanese games. Though Chinese and Korean online games are readily available, many of the more popular commercial off-the-shelf (COTS) digital games are in English and Japanese. Students in Hong Kong are required to take English as a foreign language, which resulted in a huge range of proficiency, but Japanese is not offered at public schools. So, most Hong Kong gamers are playing foreign language games. Yet language barriers do not diminish the market demand for foreign language digital games. This paper explores the phenomenon of digital gaming in foreign languages. Based on findings from an on-going research project with ten undergraduate video gamers (F=4, M=6), this paper argues that gamers exercise learner autonomy by managing their gaming both as leisure and learning experiences.

Research Area(s)

  • digital gameplay, foreign language learning learner autonomy

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