Difference between revisions of "Piirainen-Marsh2009"

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(Created page with "{{BibEntry |BibType=ARTICLE |Author(s)=Arja Piirainen-Marsh; Liisa Tainio; |Title=Collaborative game-play as a site for participation and situated learning of a second langua...")
 
 
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{{BibEntry
 
{{BibEntry
 
|BibType=ARTICLE
 
|BibType=ARTICLE
|Author(s)=Arja Piirainen-Marsh; Liisa Tainio;  
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|Author(s)=Arja Piirainen-Marsh; Liisa Tainio;
 
|Title=Collaborative game-play as a site for participation and situated learning of a second language
 
|Title=Collaborative game-play as a site for participation and situated learning of a second language
|Tag(s)=EMCA; Language Learning; Games; Second language acquisition;  
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|Tag(s)=EMCA; Language Learning; Games; Second language acquisition;
 
|Key=Piirainen-Marsh2009
 
|Key=Piirainen-Marsh2009
 
|Year=2009
 
|Year=2009
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|Volume=53
 
|Volume=53
 
|Number=2
 
|Number=2
|Pages=167-183
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|Pages=167–183
 
|URL=http://www.tandfonline.com/doi/abs/10.1080/00313830902757584
 
|URL=http://www.tandfonline.com/doi/abs/10.1080/00313830902757584
|DOI=https://doi.org/10.1080/00313830902757584
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|DOI=10.1080/00313830902757584
 
|Abstract=This paper addresses additional language learning as rooted in participation in the social activity of collaborative game‐play. Building on a social‐interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances for additional language learning. We describe how players engage with the language resources offered by the game, drawing on the vocabulary, constructions, prosodic features and utterances modelled on game dialogue, in building their own actions during collaborative play. With these resources, the players display their ongoing engagement with the game as well as their competences in recognising, reproducing and creatively reshaping the available linguistic resources in their own activities.
 
|Abstract=This paper addresses additional language learning as rooted in participation in the social activity of collaborative game‐play. Building on a social‐interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances for additional language learning. We describe how players engage with the language resources offered by the game, drawing on the vocabulary, constructions, prosodic features and utterances modelled on game dialogue, in building their own actions during collaborative play. With these resources, the players display their ongoing engagement with the game as well as their competences in recognising, reproducing and creatively reshaping the available linguistic resources in their own activities.
 
}}
 
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Latest revision as of 07:02, 23 November 2019

Piirainen-Marsh2009
BibType ARTICLE
Key Piirainen-Marsh2009
Author(s) Arja Piirainen-Marsh, Liisa Tainio
Title Collaborative game-play as a site for participation and situated learning of a second language
Editor(s)
Tag(s) EMCA, Language Learning, Games, Second language acquisition
Publisher
Year 2009
Language English
City
Month
Journal Scandinavian Journal of Educational Research
Volume 53
Number 2
Pages 167–183
URL Link
DOI 10.1080/00313830902757584
ISBN
Organization
Institution
School
Type
Edition
Series
Howpublished
Book title
Chapter

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Abstract

This paper addresses additional language learning as rooted in participation in the social activity of collaborative game‐play. Building on a social‐interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances for additional language learning. We describe how players engage with the language resources offered by the game, drawing on the vocabulary, constructions, prosodic features and utterances modelled on game dialogue, in building their own actions during collaborative play. With these resources, the players display their ongoing engagement with the game as well as their competences in recognising, reproducing and creatively reshaping the available linguistic resources in their own activities.

Notes