12.12.2012 Views

Proceedings of the Fourth Annual Teachers College Educational ...

Proceedings of the Fourth Annual Teachers College Educational ...

Proceedings of the Fourth Annual Teachers College Educational ...

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Video Games and Vocabulary: Exploring New Possibilities for<br />

Vocabulary Acquisition and Instruction<br />

Mark Barba Pacheco,<br />

Peabody <strong>College</strong>, Vanderbilt University, #329 Appleton Place, Nashville, TN 37203,<br />

Email: mark.b.pacheco@vanderbilt.edu<br />

Abstract: This paper explores <strong>the</strong> possibilities within four video games for middle<br />

school and high school student vocabulary acquisition. While vocabulary<br />

knowledge is one <strong>of</strong> <strong>the</strong> strongest predictors <strong>of</strong> reading comprehension, effective<br />

vocabulary instruction and acquisition continue to challenge educators and<br />

students. Through creating virtual identities, interacting with player and nonplayer<br />

characters, and manipulating and exploring virtual environments in Vocab<br />

Challenge, Plague World: A Modern Prome<strong>the</strong>us, Civilization V, and Limbo,<br />

adolescent gamers can build word consciousness, develop metalinguistic<br />

strategies for word problem solving, and streng<strong>the</strong>n understandings <strong>of</strong> academic<br />

vocabulary. This paper examines <strong>the</strong> affordances and constraints <strong>of</strong> each game<br />

in providing a rich and varied language experience, situating academic<br />

vocabulary within au<strong>the</strong>ntic contexts, and leveraging students’ identities.<br />

51

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!