[Sw-l] Fwd: [LLT] New content available - Vol. 27, Issue 1
Valerie Sutton
signwriting at mac.com
Tue May 30 20:22:29 UTC 2023
SignWriting List
May 30, 2023
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> Begin forwarded message:
>
> From: Language Learning and Technology <llt at hawaii.edu>
> Subject: [LLT] New content available - Vol. 27, Issue 1
> Date: May 30, 2023 at 1:30:02 PM PDT
> To: llt-l at lists.hawaii.edu
>
> Language Learning & Technology
> New content available - Vol. 27, Issue 1 <https://www.lltjournal.org/>
>
> New Article
> Jabbari, N., & Eslami, Z. R. (2023). Negotiations for meaning in the context of a massively multiplayer online role-playing game. Language Learning & Technology, 27(1), 1–28. http://hdl.handle.net/10125/73517
>
> Abstract
> This study investigated negotiations for meaning as conditions for second language (L2) learning in the context of a massively multiplayer online role-playing game, World of Warcraft (WoW) (Blizzard Entertainment, 2004). Varonis and Gass’s (1985) and Smith’s (2003a) models were used to identify negotiation episodes during on-task and off-task talks among the participants while playing WoW. The participants were six non-native (NNS) and one native English speaker (NS). The NNSs were divided into two teams of three: Team 1 (T1) pre-intermediate and Team 2 (T2) upper-intermediate. The NS played the game with both teams. The study lasted for six months and resulted in 59.96 hours of recorded audio and nine hours of screen-recorded gaming sessions. Negotiation patterns were compared across the L2 proficiency levels and three different types of dyads. The results revealed that (a) T1 encountered more communication breakdowns, but T2 engaged in more negotiations, (b) T1 engaged in more complex negotiations, (c) breakdowns and negotiations occurred more during off-task talk, and (d) breakdowns were triggered more by the NS’s utterances in T1 and by NNSs’ utterances in T2. The results also showed the participants’ abundant L2 use to undertake authentically contextualized game-driven tasks, meticulous involvement in bi- and multi-lateral negotiations, and creative strategies to resolve incomprehension.
>
> Keywords: Negotiation for Meaning, Negotiated Interaction, Massively Multiplayer Online Role-playing Games, Second Language Learning
>
> Language(s) Learned in This Study: English
> ___________________________________
> New Review
> Choe, H. (2023). Review of Research methods for digital discourse analysis. Language Learning & Technology, 27(1), 1–4. http://hdl.handle.net/10125/73516
> ________________________________________________________________________
> Dorothy Chun and Trude Heift
> Editors in Chief
>
> Philip Hubbard, Associate Editor
> Jim Ranalli, Associate Editor
> Meei-Ling Liaw, Associate Editor
> Lara Lomicka Anderson, Associate Editor
> Hayo Reinders, Associate Editor
> Jonathon Reinhardt, Associate Editor
> Shannon Sauro, Associate Editor
> Nina Vyatkina, Associate Editor
>
> Skyler Riela, Managing Editor
> Language Learning & Technology <https://www.lltjournal.org/>
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