Jonathan deHaan

Associate Professor, University of Shizuoka

Email: [email protected]

  • Ludic keywords: tabletop games, video games, roleplaying games, indie games, social impact games, simulations
  • Language keywords: literacy, texts and discourse, participation, language and society
  • Pedagogy keywords: pedagogy of multiliteracies, game studies, project-based learning, media literacy, experiential learning, transformational teaching, game-based language teaching (GBLT)

πŸ‘¨β€πŸ« Profile

Jonathan is an associate professor in the Faculty of International Relations at the University of Shizuoka. He has been researching and teaching language and literacy with games for 20 years. He is currently exploring the boundaries of teaching language and literacy with and around games with his ongoing pet project, β€œThe Game Terakoya.”

πŸ§ͺ Research connections

Google Scholar Profile Academia.edu

πŸ’¬ Social connections

Twitter

πŸ“° Publications

Edited Books

  • deHaan, J. (Ed.) (2013). Game Camp: Out-of-School Language and Literacy Development. Common Ground Press: Chicago, USA.
  • deHaan, J. (Ed.) (2013). Video Games and Second Language Acquisition: 6 Case Studies. Common Ground Press: Chicago, USA.

Book Chapters

  • York, J., deHaan, J. & Hourdequin, P. (2019). It’s your turn: EFL teaching and learning with tabletop games. In H. Reinders, S. Nakamura & S. Ryan (Eds). Innovation in language learning and teaching: The case of Japan. pp. 117-139. New York, NY: Palgrave Macmillan.
  • deHaan, Jonathan & Johnson, N. (2012). Second language strategic interactions using emerging technologies and experiential learning. In J. Jia (Ed.) Educational Stages and Interactive Learning: From Kindergarten to Workplace Training, Chapter 18, pp. 306-330. IGI Group.
  • deHaan, J. (2005). Language learning through video games: A theoretical framework, an analysis of game genres and questions for future research. In S. Schaffer & M. Price (Eds.), Interactive Convergence: Critical Issues in Multimedia (vol. 10), Chapter 14, pp. 229-239. Interdisciplinary Press.

Refereed Journal Articles

  • York, J. & deHaan, J. (2017). A constructivist approach to game-based language learning: Student perceptions in a beginner-level EFL context. International Journal of Game-Based Learning, 8(1), 19-40.
  • Sato, A., & deHaan, J. (2016). Applying an experiential learning model to the teaching of gateway strategy board games. International Journal of Instruction, 9(1), 1-16.
  • Masuda, R. & deHaan, J. (2015). Language in game rules and game play: A study of emergence in Pandemic. International Journal of English Linguistics, 5(6), 1-10.
  • Rhoads, K., & deHaan, J. (2013). Enhancing student self-study attitude and activity with motivational techniques. Studies in Self-Access Learning Journal, 4(3), 175-195.
  • deHaan, Jonathan & Aoki, Katsuto. (2013). University students’ experiences of communicative TOEIC activities. The International Journal of Learning in Higher Education, Volume 19, 3, 43-53.
  • deHaan, Jonathan, Johnson, Neil H., Yoshimura, Noriko, Kondo, Takako. (2012). Wiki and digital video use in strategic interaction-based experiential EFL learning. CALICO Journal, Volume 29(2), 249-268.
  • deHaan, Jonathan & Johnson, N. (2012). Enhancing the scenario: Emerging technologies and experiential learning in second language instructional design. The International Journal of Learning, Volume 18(4), 321-334.
  • Johnson, Neil & deHaan, Jonathan. (2011). Second language development through technology mediated strategic interaction. Asian EFL Journal, Volume 14(4), Article 3.
  • deHaan, J. (2011). Teaching and learning English through digital game projects. Digital Culture & Education, 3:1, 46-55.
  • deHaan, J & Kono, F. (2010). The effect of interactivity with WarioWare minigames on second language vocabulary learning. Journal of Digital Games Research, Volume 4(2), 47-59.
  • deHaan, J., Reed, W.M., Kuwada, K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning and Technology, 14(2), 74-94.
  • deHaan, J. (2005). Acquisition of Japanese as a foreign language through a baseball video game. Foreign Language Annals, 38(2), 278-282.

Refereed Conference Proceedings

  • York, J., & deHaan, J. (2017). Board games and foreign language learning: Rationale and framework development. In G. Brooks (Ed.) The 2016 PanSIG Journal (pp. 379-390). Tokyo, Japan: JALT.
  • deHaan, J. (2016). Language learning and media education in an out-of-school β€œGame Camp.” Digital Games Research Association JAPAN Proceedings of 2016 Summer Conference, pp. 121-124.
  • deHaan, J. (2010). Wiki-based management of digital video and text for strategic interactions in experiential EFL learning. International Transactions on elearning & Usability. 1(1), 22-23.
  • deHaan, J. & Diamond, J. (2007). The experience of telepresence with a foreign language video game and video. Proceedings of the ACM SIGGRAPH Sandbox Video Game Symposium, pp. 39-46.
  • Um, E. J. & deHaan, J. (2005). Video games and cognitive apprenticeship-based learning. Proceedings of the annual meeting of the Association for Educational Communications and Technology, 28, 499-505.