Language learning through game-mediated activities: Analysis of learners’ multimodal participation

Second language learning is a multimodal phenomenon and thus investigating the multimodal aspects of learners’ language learning has become a promising area for research (Guichon & McLornan, 2008; Hardison & Pennington, 2021). Traditionally, language learners’ interactions during classroom activities are often understood by analyzing text-based data, which is not sufficient to paint the full picture of learners’ multimodal participation (Helm & Dooly, 2017). Thus, examining learners’ multimodal participation during classroom activities (i.e., gestures, facial expressions, head movement) has become a need to better paint the picture of students’ learning processes. By adopting a multimodal (inter)action analysis, the present study sought to explore participants’ multimodal participation during a game-mediated project that consisted of playing a video game and completing a series of wraparound activities. Focusing on a small group of English language learners and one teacher, this multiple-case exploratory study provided detailed descriptions of how they participated in game-mediated activities as well as communicated with one another. Findings suggested participants using multimodal elements to help enhance their communication by explaining the meaning and pronunciation of words, and providing additional information to their communication, even when the spoken language was not being used. Implications for both research and practice were discussed as well.

Authors

Publication Details

Journal
Language learning & technology
Published
2024-09-09
DOI
https://doi.org/10.64152/10125/73594
Citations
1
Primary Topic
EFL/ESL Teaching and Learning
Type
article
Field-Weighted Citation Impact
2.78
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Language learning through game-mediated activities: Analysis of learners’ multimodal participation

Ye Gao
1 citations
Language learning & technology
EFL/ESL Teaching and Learning
2.78
article

Language learning through game-mediated activities: Analysis of learners’ multimodal participation

Ye Gao
article en
1 citations

Abstract

Second language learning is a multimodal phenomenon and thus investigating the multimodal aspects of learners’ language learning has become a promising area for research (Guichon & McLornan, 2008; Hardison & Pennington, 2021). Traditionally, language learners’ interactions during classroom activities are often understood by analyzing text-based data, which is not sufficient to paint the full picture of learners’ multimodal participation (Helm & Dooly, 2017). Thus, examining learners’ multimodal participation during classroom activities (i.e., gestures, facial expressions, head movement) has become a need to better paint the picture of students’ learning processes. By adopting a multimodal (inter)action analysis, the present study sought to explore participants’ multimodal participation during a game-mediated project that consisted of playing a video game and completing a series of wraparound activities. Focusing on a small group of English language learners and one teacher, this multiple-case exploratory study provided detailed descriptions of how they participated in game-mediated activities as well as communicated with one another. Findings suggested participants using multimodal elements to help enhance their communication by explaining the meaning and pronunciation of words, and providing additional information to their communication, even when the spoken language was not being used. Implications for both research and practice were discussed as well.

Language learning & technologyVol. 28(1)
Openalex Percentile: Top 6%
EFL/ESL Teaching and Learning
2.78
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Language learning through game-mediated activities: Analysis of learners’ multimodal participation — Ye Gao · Language learning & technology (2024) | TGRS Research Map | TGRS