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deHaan, J. (2020). Game-based language teaching is vaporware (Part 2 of 2): Itโ€™s time to ship or shut down
Article

deHaan, J. (2020). Game-based language teaching is vaporware (Part 2 of 2): Itโ€™s time to ship or shut down

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  • Author: Jonathan deHaan
  • Reviewed by: Jonathon Reinhardt, Aaron Chia Yuan Hung
  • Volume and page numbers: 2 (p. 140 โ€“ 161)
  • Date of publication: 2020/07/22
  • Keywords: GBLT, Hype cycle, Integration, Normalization, Pedagogy, Praxis
  • Cite: deHaan, J. (2020). Game-based language teaching is vaporware (Part 2 of 2): Itโ€™s time to ship or shut down. Ludic Language Pedagogy, 2, 140-161. https://doi.org/10.55853/llp_v2Art3

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Abstract

These papers explore the idea of academic research as an โ€œindustryโ€ that can create useful knowledge and โ€œproductsโ€ for teachers. This paper (Part 2) contextualizes game-based language teaching โ€œvaporwareโ€ reports in educational technology โ€œhype cycles,โ€ as problems for both novice and expert teachers, and in relation to certain prior constraints of academic research and publishing. I argue that researchers have created an academic niche; we have not created a field based on real differences for students and teachers in real classrooms. Itโ€™s โ€œcrunch time,โ€ and researchers have two options. (1) We can acknowledge and wrestle with our failings and foundations. Researchers can re-focus on teaching-heavy praxis that results in shipping our product: a mature field with numerous reports of normalized uses of games that result in consistent learning outcomes. A simple model and other resources are shared to help with this path. I will argue that our field needs people with many different roles to want to and learn to play well together. (2) Or, we can give up. Researchers can write a group postmortem report, shut down, go our separate ways, and stop contributing to the hype about games in language education.

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    Published on 2020-07-22

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