Article published in:Technology in Interlanguage Pragmatics Research and Teaching
Edited by Naoko Taguchi and Julie M. Sykes
[Language Learning & Language Teaching 36] 2013
► pp. 155–183
Chapter 7. Complex L2 pragmatic feedback via place-based mobile games
Digital gaming environments offer a solution to many of the challenges of giving L2 pragmatic feedback by offering scaffolded, just-in-time, meaningful, and individualized feedback (e.g., Sykes, 2009; Sykes, Reinhardt, & Thorne, 2010). The limited work in this area specifically examines different types of multiuser virtual environments such as synthetic immersive environments and massively multiplayer online games. In order to expand this discussion, we analyze four feedback sources in a place-based mobile game – Mentira (Holden & Sykes, 2011). Utilizing examples drawn from a collection of gameplay data, exit interviews, and in-class participation, we use a design-based research perspective to explore feedback sources related to place-based mobile games. Specifically, we address game feedback, environmental feedback, peer feedback, and instructor feedback as valuable resources for L2 pragmatic development. Implications for both the design and use of feedback in place-based mobile games for L2 pragmatic development are discussed in light of their future application to other learning contexts.
Published online: 20 June 2013
Cited by 13 other publications
Alemi, Minoo & Shirin Bahramipour
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Statti, Aubrey & Kelly M. Torres
Sydorenko, Tetyana, Phoebe Daurio & Steven L. Thorne
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