During the early 2000s researchers and educators began seriously considering the idea of using video games in educational settings (Gee, 2003, Prensky, 2006). ESL educators were quick to implement language-and-story driven video games in the curriculum, and researchers began investigating the effects of using video games as a language tool (Din, 2002, Zhang, 2017). Just as the use of video games have consistently been demonstrated to have a positive effect in the language acquisition process, early research into the use of VR for the purpose of language acquisition, although limited, is so far promising (Repetto, 2014, Cheng, Yang, and Anderson, 2017). These studies, however, often focus on large trends and statistical analysis. This makes it difficult to understand how the language acquisition process unfolds at the individual level. This chapter attempts to fill this gap.
The use of video games as a learning tool in classrooms is by no means a new phenomena. The idea of using video games as an educational tool can be traced to the early 1970s, with the release of MECC’s Oregon Trail (1971); and scholars have been looking at the possibilities since at least the early 1980s (Bowman, 1982, Squire, 2008). Special emphasis was given to the question of games and education in the early 2000s, with theorists like James P. Gee arguing that there is a lot that educators (and education as a field) can learn from game designers (and game design as a field).
For the “Writing and Publishing Interactive Fiction” workshop slides, click below:
EVE Online’s Character Creation Tool and Race – A virtual talk given via Skype to graduate students at the University of Ontario Institute of Technology on November 6th, 2017. Invitation by Dr. Carolyn Guertin
Hi everyone, thanks for having me. I’m happy to be here.
My name is Johansen Quijano. I have published a number of chapters and articles on gaming theory, games and education, and the rhetoric of games, and I have an upcoming book on the rhetoric and composition of video games through McFarland. I’ve also put out a few video games – mostly inspired by JRPGs. I have The Rime of the Ancient Mariner, a short game based on the poem of the same name, and The Generica Chronicles, a game that makes fun of the traditional role playing game tropes. I also worked with LNF Translations during the late 90s and early 2000s on patches for Tenchi Muyo and Magic Knight Rayearth. So, that’s me. Again, thanks for having me.
Dr. Guertin asked me to speak to you briefly about EVE Online while focusing on the character creator. I’ll be honest – I think that Dr. Guertin is one of the most insightful thinkers and influential theorists when it comes to games and gaming, and I’m not sure that I’ll be able to add much to her discussions, but I do have some thoughts on EVE – not just the character maker – that I would like to share with you.