James York

James York
Meiji University · School of Political Science and Economics

Doctor of Education
Co-editing https://llpjournal.org/ with Jonathan deHaan

About

27
Publications
16,362
Reads
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141
Citations
Citations since 2016
22 Research Items
139 Citations
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Introduction
Exploring the affordances of games for language learning. My two major projects are Kotoba Miners (digital games) and Kotoba Rollers (tabletop/analog games).
Additional affiliations
April 2010 - March 2022
Tokyo Denki University
Position
  • Lecturer
Education
June 2013 - June 2019
University of Leicester
Field of study
  • Education

Publications

Publications (27)
Article
Full-text available
Published in Ludic Language Pedagogy here: https://www.llpjournal.org/2020/06/24/york-teaching-with-games-vaporwave.html 👤 What is this? A playful conceptualization of game-based language teaching as vaporwave. 🏁 Why did you make it? During an interview, I came upon the concept of GBLT as vaporwave. This document is an exploration of the concept i...
Article
Studies on computer-mediated communication often compare the affective affordances of different technologies with face-to-face communication. This study aimed to understand how three different computer-mediated communication modalities may affect EFL learners’ foreign language anxiety (FLA). Using a counterbalanced 3 by 3 factorial design, 30 under...
Article
Full-text available
Published in Ludic Language Pedagogy: https://llpjournal.org/2020/10/25/j-york-how-to-teach-languages-with-among-us.html ● What is this? A guide to using the popular multiplayer game “Among Us” for teaching languages ● Why did you make it? Having played the game myself, I recognised its potential as a language learning tool and expect other teach...
Article
In this paper, we argue that current research on games in language education, predominantly framed as “digital game‐based language learning” (DGBLL), is lacking details regarding the role of teachers, or more precisely, the verbalization of the pedagogical underpinnings, scaffolds, and techniques teachers use to successfully integrate games and pla...
Article
Full-text available
As the title suggests, this paper compares the underlying assumptions, theory, and practice of gamification and game-based learning through the lens of pop-cultural references, specifically: the Matrix movie series. Thus, and in keeping with the theme of the movies, we hope to "redpill" readers into thinking more deliberately about their pedagogica...
Article
Full-text available
There are few studies that explore the cognitive and affective benefits of interactive fiction(IF) in language learning and teaching contexts. Inspired by Neville, et al. (2009), we compared the effectiveness of IF in comparison to non-interactive, linear fiction in terms of vocabulary acquisition, reading comprehension and motivation in a universi...
Article
Thinking about a language teacher that wants to but never did use games in her classroom, we realized that practical examples on how to use the same game in more than one way might be what she needs to feel safe in embracing a more Ludic Language Pedagogy.
Article
Full-text available
Published in Ludic Language Pedagogy https://llpjournal.org/2021/05/14/j-york-creating-playgrounds-hero-journeys.html ● What is this? A case study of two students’ journeys over the span of one year in my English class. ● Why did you make it? ○to highlight just how transformative LLP can be for certain students ○to understand WHY these students ex...
Article
What’s that teacher cooking up in her classroom? MMM! Smells good. Doing LLP means considering your mmm (Methods, Materials, Mediation). Read on. #llpjournal #mmm
Article
Full-text available
Synchronous computer-mediated communication (SCMC) is a topic of great interest in CALL literature where research has investigated the effectiveness of SCMC compared to traditional face-to-face instruction. However, there are few studies that investigate the intrinsic differences in SCMC modes, particular in terms of their effect on oral communicat...
Article
Full-text available
This paper introduces a virtual reality (VR) system which was designed to promote English speaking proficiency as learners carry out collaborative information gap tasks. In a former study, a simpler system was developed to explore the effect of modality on learners’ foreign language anxiety (FLA) where results suggested that anxiety was statistical...
Article
Full-text available
Background: Board games were utilized with rigorous pre and post-play activities in an EFL classroom context to promote L2 development. Aim: The aim of this paper is to assess whether the post-play activities improved participants’ speaking skill. Methods: Using complexity, accuracy and fluency measures, as well as reference to learners’ complete...
Method
Full-text available
View the live document on LLP: https://www.llpjournal.org/2020/03/28/captain-sonar.html 📍 What is this? A short, easy-to-read example of my Kotoba Rollers framework for teaching English with the game Captain Sonar. 📍 Why did you make it? My Kotoba Rollers walkthrough paper in LLP is a deep dive and covers the whole framework from 10,000m up. With...
Article
There are few practical guides to teaching specific skills with specific games. This is one. You don’t need computers, or tablets, just a board game which you could make yourself. This is how to put games at the core of your language class #GBLT #KotobaRollers
Chapter
This article provides information on an action research project in a low-level EFL setting in Japan. The project aims were to 1) foster spoken communication skills and 2) help students engage with their own learning. The project investigated the applicability of board games as a mediating tool for authentic communication as part of a wider TBLT app...
Chapter
Full-text available
This chapter appears in Learning, Education, and Games, Vol. 3. The chapter introduces how the game Two Rooms and a Boom may be appropriated to teach a second language or about cybersecurity.
Article
Full-text available
This paper presents a detailed walkthrough of a pedagogical intervention that utilizes board games as part of a TBLT approach to language teaching in a compulsory university classroom context. The context, teacher and participants are introduced before a thorough explanation of the intervention. Theoretical underpinnings and teacher decisions are i...
Thesis
Full-text available
Virtual worlds have been identified as a potentially beneficial domain for language learning due to various cognitive and affective affordances such as immersive content, access to native speakers, and motivating properties. However, research on computer-mediated communication (CMC) has largely ignored the use of virtual worlds as a possible domain...
Chapter
This chapter explores innovative game-based language teaching and learning in three different EFL contexts. In three short case studies, we explore the use of games in mandatory language classes, as part of an extracurricular language and literacy project, and as weekly activity in a language learning self-access center. In each case, we focus on t...
Article
Full-text available
This article provides information on an action research project in a low-level EFL setting in Japan. The project aims were to 1) foster spoken communication skills and 2) help students engage with their own learning. The project investigated the applicability of board games as a mediating tool for authentic communication as part of a wider TBLT app...
Article
Full-text available
This paper explores progressive approaches to literacy through games as modeled by several educational institutions in the New York metropolitan area. After introducing some foundational concepts from the New Literacy Studies (NLS) tradition, the paper examines several game-based models that undergird much of what we learned about pedagogical pract...
Article
Full-text available
The social-media news website " Reddit " boasts a huge readership with over 35 million unique visitors for December 2011 alone. Content is generated by users, who submit links from other websites to the various sub-forums. Users also have the ability to comment on links, providing the means for a community to be developed. Both content and comments...
Article
Full-text available
This paper analyzes the attitudes towards the inclusion of students from diverse ethnic and cultural backgrounds in a local English speaking competition. The information was procured via a questionnaire answered by student participants and English teachers in order to better understand resentment towards diversity in Japan. This paper concludes wit...
Article
Full-text available
Recent statistical data regarding YouTube reveals two important factors that may be utilized by language teachers. This paper initially outlines several theoretical considerations for the use of video in such contexts before developing an argument regarding the value of this data and appeal of YouTube in language learning contexts. Following this,...
Article
Full-text available
In this paper, I address Japanese primary school teachers who may find themselves having to teach English for the first time as a result of MEXT’s plan to introduce compulsory English education in primary schools nationwide. I propose that using music and singing in such contexts is beneficial for both students and teachers. For students, I argue t...

Network

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Projects

Projects (2)
Project
Regarding the design of a teaching methodology that utilizes the numerous communicative features of modern board games to help develop practical communication skills in low-level EFL classroom contexts