Gaming the System

S. Przymus, Alan David Smith
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Abstract

This chapter highlights the potential and practical application of CALL and specifically the use of massively multiplayer online role-playing games (MMORPGs) for the language and identity socialization of transnational students. The authors focus on the educational trajectories of 1) children returnees and 2) international migrants who have lived and attended school in the U.S. and now have been uprooted to Mexico as a result of repatriation and/or deportation. The authors advocate creating blended affinity spaces at schools where youth can meet and play digital role-playing games. Game-ecology literacy development within these spaces is detailed through the sharing of game screen shots, blog posts, and the perspectives of transnational students that support this kind of learning within the EFL environment. The chapter concludes with a “call to action” and steps for educators to create such blended affinity spaces for gaming at schools.
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本章强调了CALL的潜力和实际应用,特别是大型多人在线角色扮演游戏(mmorpg)在跨国学生语言和身份社会化方面的应用。作者关注的是1)回国儿童和2)在美国生活和上学的国际移民的教育轨迹,他们现在因遣返和/或驱逐而背井离乡到墨西哥。作者主张在学校创建混合亲和力空间,让青少年可以见面并玩数字角色扮演游戏。通过分享游戏截图、博客文章和跨国学生的观点,在这些空间中详细介绍了游戏生态素养的发展,这些学生支持在英语环境中进行这种学习。这一章以“行动呼吁”和教育工作者为学校游戏创造这种混合亲和力空间的步骤结束。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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