Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Foreign Countries | 2 |
| Learning Activities | 2 |
| Second Language Learning | 2 |
| Bilingualism | 1 |
| Case Studies | 1 |
| College Students | 1 |
| Computer Games | 1 |
| Cooperation | 1 |
| English (Second Language) | 1 |
| Informal Education | 1 |
| Internet | 1 |
| More ▼ | |
Source
| Computer Assisted Language… | 2 |
Author
| Ke Li | 1 |
| Liang, Mei-Ya | 1 |
| Mark Peterson | 1 |
| Qiao Wang | 1 |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ke Li; Mark Peterson; Qiao Wang – Computer Assisted Language Learning, 2024
This study applies Activity Theory to describe and analyze an out-of-school project in which eight Chinese university students utilized a massively multiplayer online game (MMOG) to learn English. Based on data collected through questionnaires, gaming journals, gaming recordings and interviews, thematic analysis was performed to identify the…
Descriptors: Informal Education, Second Language Learning, Video Games, College Students
Liang, Mei-Ya – Computer Assisted Language Learning, 2012
This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in "Second Life," and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was…
Descriptors: Learning Activities, Semantics, Vignettes, Computer Games

Peer reviewed
Direct link
