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Full-Text Articles in Typological Linguistics and Linguistic Diversity

Language Learning, Ecological Validity, And Innovation Under Conditions Of Superdiversity, Steven L. Thorne Jun 2013

Language Learning, Ecological Validity, And Innovation Under Conditions Of Superdiversity, Steven L. Thorne

World Languages and Literatures Faculty Publications and Presentations

This article describes three pedagogical proposals oriented toward moving language learning to the center of higher education, and further, to emphasizing the importance of both continued first (L1) and additional/foreign (L2) language learning as central to academic and professional success. The first project, titled Language-Integrated Knowledge Education (or LIKE), aims at making explicit the linguistic resources necessary for full participation in written and spoken academic contexts, in both students' first as well as (potentially) multiple foreign languages. The second project describes the benefits and rationale for broadening the use of online intercultural exchange within foreign language education as well as …


The Semiotic Ecology And Linguistic Complexity Of An Online Game World, Steven L. Thorne, Ingrid Fischer, Xiaofei Lu Sep 2012

The Semiotic Ecology And Linguistic Complexity Of An Online Game World, Steven L. Thorne, Ingrid Fischer, Xiaofei Lu

World Languages and Literatures Faculty Publications and Presentations

Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) World of Warcraft (WoW), with specific attention to its qualities as a setting for second language (L2) use and development. This empirical study seeks to answer the following question: What is the nature of the linguistic ecology that WoW players are exposed to? Many studies have described the developmental opportunities presented by commercially available gaming environments (e.g., Gee, 2003, 2007), their value as sites of …