- Can I Say Something? The Effects of Digital Gameplay on Willingness to Communicate
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...wattana.pdf
Received: March 5, 2013; Accepted: February 19, 2014; Published: June 1, 2014
Copyright: © Hayo Reinders & Sorada Wattana
INTRODUCTION
Producing the target language is an important con...
by Hayo Reinders, Sorada Wattana
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning
- Activate space rats! Fluency development in a mobile game-assisted environment
-
...Wattana, 2014). The latter two methods are present in Spaceteam ESL gameplay and are
further described in this section.
Teamwork
Group cohesiveness may increase verbal performance in students, enco...
by Jennica Grimshaw, Walcir Cardoso
in Volume 22 Number 3, October 2018
- Negotiations for meaning in the context of a massively multiplayer online role-playing game
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...Wattana, 2011, 2015a). Like Peterson (2016), Jabbari and Eslami (2019)
confirmed that negotiation for meaning (NfM) is still among the under-researched topics in the literature
of SLA through MMORPG...
by Nasser Jabbari, Zohreh R. Eslami
in Volume 27 Number 1, 2023
- Guest editor commentary
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...Wattana add to game-enhanced pedagogy research by physically modifying a
popular MMORPG, Ragnarok Online, and integrating it into an EFL curriculum in Thailand. In The
effects of digital game play o...
by Jonathon Reinhardt, Julie Sykes
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning
- The impact of technology-enhanced language learning environments on second language learners’ willingness to communicate: A systematic review of empirical studies from 2012 to 2023
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...Wattana (2014) found that the interactive nature of gaming environments significantly
increased WTC by promoting active language use during gameplay. Wu and Hung (2022) noted that VR’s
immersive exp...
by Huan Huang, Michael Li
in Volume 28 Number 1, 2024
- Quantity and diversity of informal digital learning of English
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...Wattana, S. (2014). Can I say something? The effects of digital game play on willingness
to communicate. Language Learning & Technology, 18(2), 101–123. https://doi.org/10125/44372
Reinders, H., & W...
by Ju Seong Lee
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Technology-mediated task-based language teaching: A qualitative research synthesis
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...Wattana, 2015).
There has been a proliferation of technology-mediated TBLT studies documenting innovative practices in
S/FL classrooms in the past two decades; however, the majority of these focus o...
by Sin Wang Chong, Hayo Reinders
in Volume 24 Number 3, October 2020
- Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis
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...Wattana, 2012, p. 183). However, Hannibal Jensen (2017) found that “gaming with both spoken and
written English is significantly related to vocabulary scores” and reported that vocabulary scores were...
by Daniel H. Dixon, Tülay Dixon, Eric Jordan
in Volume 26 Number 1, 2022
- Games in language learning: Opportunities and challenges
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...Wattana, 2011) and Divine Divinity (Vandercruysse, Vandewaetere, Cornillie, & Clarebout,
2013). This is not a trivial undertaking, as those studies demonstrate. It might involve adding additional
to...
by Robert Godwin-Jones
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning
- Willingness to communicate and oral communicative performance through asynchronous video discussions
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...Wattana, 2014),
authentic language use (Kent, 2017), and participation in intercultural exchanges (Lee, 2009).
Video and audio can allow learners to record themselves and identify their mistakes, fa...
by Nadia Jaramillo Cherrez, Larysa Nadolny
in Volume 27 Number 1, 2023