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2020 Fiscal Year Research-status Report

Investigating the potential of asymmetrical computer game tasks to facilitate SLA and enhance learner motivation

Research Project

Project/Area Number 19K13291
Research InstitutionOsaka University

Principal Investigator

HOFMEYR MICHAEL・FREDERICK  大阪大学, 言語文化研究科(言語社会専攻、日本語・日本文化専攻), 特任講師(常勤) (70817486)

Project Period (FY) 2019-04-01 – 2022-03-31
KeywordsSLA / DGBLL / CALL
Outline of Annual Research Achievements

During AY2020, I analysed the data that I collected during the first year of the project. Since the classes from which I intended to collect the data for the second phase of the analysis had all been moved online, the second phase of the project had to be delayed. For this reason, I focussed on presenting and publishing the data from the first phase that had already been collected. I passed the peer-review process of several relevant Japanese and international conferences and presented the provisional results of my study at these conferences. I also published one short paper on the project in an international peer-reviewed journal and submitted a second article to another international peer-reviewed journal. The second article is currently undergoing revisions for the second submission round. Below are some examples of the publications and presentations that have been accepted over the past academic year:
Publications
-Hofmeyr, M. (2020). Exploring the L2 learning benefits of digital game-based spoken interaction among Japanese learners of English. CALL for widening participation. Short papers from EUROCALL 2020.
Presentations
-How cooperative games can develop L2 speaking skills: Initial findings from a case study project (HKCPD Hub Virtual International Conference, January 2021); Learner attitudes towards digital-game-based tasks for language education: Preliminary results (JALT, November 2020); Investigating the potential L2 acquisition benefits of cooperative digital game-based learner interaction (EUROCALL Online Gathering, August 2020)

Current Status of Research Progress
Current Status of Research Progress

2: Research has progressed on the whole more than it was originally planned.

Reason

During AY2020, I analysed the data that I collected during the first year of the project. Since the classes from which I intended to collect the data for the second phase of the analysis had all been moved online due to the Covid19 pandemic, the second phase of the project had to be delayed. For this reason, I focussed on presenting and publishing the data from the first phase that had already been collected.

Strategy for Future Research Activity

Over the final year of the project, I hope to collect data from students engaging in the game-based activity in a classroom contexts. This will allow me to complete the intended second phase of my project and supplement my qualitative analysis with a quantitative one involving data from over one hundred learners. Since there is currently great uncertainty about whether face-to-face teaching will be allowed to continue, however, it is likely that my data analysis will again be interrupted. In this case, my contingency plan is to focus instead on a more detailed second analysis of my qualitative data collected previously. I have already had multiple proposals accepted at relevant international conferences scheduled for AY2021. I also intend to publish at least two more papers with my findings during the final year of my project and start to plan a follow-up project to the current research.

  • Research Products

    (7 results)

All 2020

All Journal Article (1 results) (of which Int'l Joint Research: 1 results,  Peer Reviewed: 1 results,  Open Access: 1 results) Presentation (6 results) (of which Int'l Joint Research: 3 results)

  • [Journal Article] Exploring the L2 learning benefits of digital game-based spoken interaction among Japanese learners of English2020

    • Author(s)
      Michael Hofmeyr
    • Journal Title

      CALL for widening participation: short papers from EUROCALL 2020

      Volume: - Pages: 102-106

    • DOI

      10.14705/rpnet.2020.48.1172

    • Peer Reviewed / Open Access / Int'l Joint Research
  • [Presentation] How cooperative digital games can develop L2 speaking skills2020

    • Author(s)
      Michael Hofmeyr
    • Organizer
      HKCPD Hub Virtual Conference
    • Int'l Joint Research
  • [Presentation] Learner atittudes towards digital-game-based tasks for language education2020

    • Author(s)
      Michael Hofmeyr
    • Organizer
      JALT
  • [Presentation] Investigating the potential of L2 acquisition benefits of cooperative digital game-based learner interaction2020

    • Author(s)
      Michael Hofmeyr
    • Organizer
      EUROCALL
    • Int'l Joint Research
  • [Presentation] Investigating the potential of cooperative digital game-based activities for foreign language education2020

    • Author(s)
      Michael Hofmeyr
    • Organizer
      Online International Doctoral Research Conference in Education
    • Int'l Joint Research
  • [Presentation] Developing L2 speaking skills with digital games2020

    • Author(s)
      Michael Hofmeyr
    • Organizer
      JALT PanSIG
  • [Presentation] Oral communication skill development with cooperative digital games2020

    • Author(s)
      Michael Hofmeyr
    • Organizer
      JALTCALL

URL: 

Published: 2021-12-27   Modified: 2023-03-20  

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