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Book: Engaging Language Learners through CALL

Chapter: Communities: Exploring Digital Games and Social Networking

DOI: 10.1558/equinox.36950

Blurb:

Community and second language (L2) learning in the 21st Century are inextricably intertwined. Given the ubiquity of digital technologies, learners are exposed to communities worldwide. This chapter examines three digital contexts, massively multiplayer online games (MMOGs), social networking sites (SNSs), and place-based digital games and their capacity to promote community building and involvement for L2 learners. It begins with an overview of relevant research for each space, discusses research approaches, and then evaluates the pedagogical implications of exploring these communities in the classroom while providing practical ideas for educators.

Chapter Contributors

  • Julie Sykes (jsykes@uoregon.edu - jmsykes) 'University of Oregon'
  • Christopher Holden (clholden@equinoxpub.com - clholden)
  • Stephanie Knight (knights@uoregon.edu - stephanieknight) 'University of Oregon'