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.
2019. An innovative approach of incorporating a humanoid robot into teaching EFL learners with intellectual disabilities. Asian-Pacific Journal of Second and Foreign Language Education 4:1
Alemi, Minoo, Ali Meghdari & Nafiseh Sadat Haeri
2017. Young EFL Learners’ Attitude Towards RALL: An Observational Study Focusing on Motivation, Anxiety, and Interaction. In Social Robotics [Lecture Notes in Computer Science, 10652], ► pp. 252 ff.
Bardovi-Harlig, Kathleen & Yucel Yilmaz
2021. Corrective Feedback in Instructional Pragmatics. In The Cambridge Handbook of Corrective Feedback in Second Language Learning and Teaching, ► pp. 429 ff.
2020. The Acquisition of Pragmatically Appropriate Requests by Second Language Learners of Spanish Using an Input-Based Virtual Environment. In Technology and the Psychology of Second Language Learners and Users [New Language Learning and Teaching Environments, ], ► pp. 35 ff.
2019. Pedagogic Principles in Digital Pragmatics Learning Materials: Learner Experiences and Perceptions. ETS Research Report Series 2019:1 ► pp. 1 ff.
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