Arabic-L:GEN:CFP:Game and Play Activity in Technology-Mediated L2 Teaching and Learning

Dilworth Parkinson dilworthparkinson at GMAIL.COM
Sat Sep 15 03:55:55 UTC 2012


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1) Subject:CFP:Game and Play Activity in Technology-Mediated L2
Teaching and Learning

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1)
Date: 15 Sep 2012
From:Language Learning Technology Social Media Editor <lltmedia at hawaii.edu>
Subject:CFP:Game and Play Activity in Technology-Mediated L2 Teaching
and Learning

Call for Papers for Special Issue of LLT

Theme: Game and Play Activity in Technology-Mediated L2 Teaching and Learning

Special Issue Editors: Jonathon Reinhardt & Julie Sykes

This special issue of Language Learning & Technology will focus on the
research and practice of game
and play activity in technology-mediated second/foreign language
teaching and learning (L2TL)
environments. The globalization of the digital gaming industry, the
diversification of games into new and
culturally hybrid genres, a global increase in access to broadband,
and increasing numbers of non-
traditional game players, have precipitated a notable expansion of
digital game and play activity into new
contexts and applications. Game and play dynamics are being
increasingly applied in domains
traditionally not associated with games, like art, music, literature,
science, commerce, and education.
Designers and players are finding new modalities like location-based
games (e.g. geocaching, urban
gaming, and flash mobs), and integrating a variety of technologies
into new games like online, video,
tablet, mobile, and social networking applications. In other words,
digital gaming is no longer only
computer and video gaming, but playful, rule-bound, cooperative or
competitive, chance-filled, imitative,
and/or immersive activity, that is in some way technology-mediated.

These developments warrant consideration by L2TL practitioners and
researchers for the potentials that
digital game and play activity hold to inform technology-enhanced
L2TL. This issue responds by bringing
together empirical research that uses a variety of theoretical and
methodological approaches from applied
linguistics, game studies, educational gaming, sociology,
communication studies, and other related fields,
and by supporting a broad interpretation of the notions of digital
game and play activity.

All submissions should present either systematic empirical findings on
language learning outcomes or
processes or an original conceptual framework that systematically
integrates theory, practice, and
research.
Possible topics include, but are not limited to:
Adaptation of vernacular, off-the-shelf digital games
Analysis of game-mediated discourse, including game-embedded,
game-emergent, and game-
attendant discourses
Comparisons of particular game genres, types, platforms, or player
configurations
Design and use of game-based and simulated immersion environments
(i.e., game applications
designed specifically for L2 learning)
Game and play activity and L2 learner identity
Game and play activity in distance, blended, or telecollaborative environments
Game and play activity in virtual worlds, simulations, or social networking
Game theory, competition, and cooperation
Game-mediated assessment and feedback
Games as art, rhetoric, or as cultural artefacts
Gamification and the application of game dynamics in L2 curricula and pedagogy
Gaming literacies and gaming as literacy practice
Location-based games
Mobile and tablet-based games
Multiplayer and massively multiplayer online gaming
Technology-mediated language play

Please consult the LLT Website for general guidelines on submission
(http://llt.msu.edu/contrib.html) and
research (http://llt.msu.edu/resguide.html).
Please send a title and 250-word abstract by October 1, 2012 to
llted at hawaii.edu.
Publication timeline:
•   October 1, 2012: Submission deadline for abstracts
•   October 15, 2012: Invitation to authors to submit a manuscript
•   March 1, 2013: Submission deadline for manuscripts
•   June 2, 2014: Publication of special issue

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