About
28
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Introduction
The main focus area of my recent publications has been on the potential of cooperative digital games to facilitate language acquisition and on the attitudes of Japanese learners towards game-based educational approaches. I am also interested in investigating how emerging technologies such as XR and AI can be utilised for language learning, as well as in questions concerning critical thinking and learner autonomy in an EFL context.
Current institution
Additional affiliations
April 2022 - present
Education
April 2019 - March 2023
September 2012 - September 2013
University of Oxford
Field of study
- Modern Japanese Studies
September 2008 - September 2010
University of St Andrews
Field of study
- European Humanities
Publications
Publications (28)
The full presentation may be viewed by copying one of the links below:
(English:) https://www.youtube.com/watch?v=VQTJ0HcxUUU&list=PLeE49Q0gSqn0BpUpDmebryk0wEAuAUPi6&index=9
(Japanese:) https://www.youtube.com/watch?v=9sFDCygHOVc&list=PLeE49Q0gSqn0BpUpDmebryk0wEAuAUPi6&index=10
While the existing CALL literature identifies a range of positive learning outcomes for second language acquisition (SLA) that may be achieved through digital game-based activities, Peterson (2013) points to the need for more theory-led research to shed more light on the learning processes involved. To this end, a case study was carried out in whic...
Despite the Covid-19 pandemic, the EUROCALL society succeeded in holding the 28th EUROCALL conference, EUROCALL2020, on 20-21 August as an online, two-day gathering. The transition process required to make this happen was demanding and insightful for everyone involved, and, in many ways, a logical consequence of the core content and purpose of EURO...
This educational practice report discusses the content and learning outcomes of a debate course focussing on current affairs for second year undergraduate English majors at Osaka University. A profile of the learners is presented, after which the course structure and regular class procedures are outlined. This is followed by an analysis of how part...
This paper is in part a teaching practice report on a first year university course for foreign language learners of English and in part a reflection on how the critical thinking capacity of students may be improved through the incorporation of a literature component into an oral communication curriculum. First a brief profile of the class will be p...
The notion that digital games can be effectively employed as tools for learning and teaching has steadily been gaining traction among educational theorists and researchers, with numerous empirical studies pointing to the potential benefits of games for skill and knowledge development. However, a solid understanding of learners’ attitudes and concer...
A growing body of research in computer-assisted language learning provides evidence that certain kinds of digital games can effectively facilitate second language acquisition. The gamification of learning tasks has attracted much attention in the field over recent years, but there is also ample evidence to suggest that certain digital games that we...
Research in computer-assisted language learning has drawn attention to the potential of digital games for language learning and teaching. Even games designed purely for entertainment purposes may contribute significantly to second-language acquisition (Peterson, 2013; Reinhardt, 2019). In this presentation, I will discuss findings from a mixed-meth...
The XXIst International CALL Research Smart Conference was hosted by Waseda University, Tokyo, Japan on July 8-10, 2022. The theme of the conference was Smart CALL.
Since Prensky (2001) and Gee (2003) first brought the learning potential of digital games to the attention of mainstream educational researchers, dozens of studies in CALL have investigated how games of various genres may facilitate language learning. A central justification for the use of games in education lies in the notion of the “digital nativ...
Previous research in game-based language learning has produced evidence that digital games can facilitate second language acquisition in various ways. A number of these studies have employed quantitative methods to measure learning outcomes. Other studies have followed a qualitative discourse analysis approach to identify instances of interaction t...
The significant impact of learner attitudes and perceptions on language learning outcomes has been increasingly recognised in the applied linguistics literature. This paper briefly outlines four types of activities used in two English oral communication classes taken by first and second-year learners studying towards a degree in English at Osaka Un...
Class debate activities can be an especially effective means for improving Japanese learners’ confidence and speaking ability in English, as well as for developing their capacity for independent critical thought. This helps to instil in learners a sense of agency that will serve them well in future leadership positions in Japan and potentially also...
Class debate is an excellent way for teachers to encourage learners’ development of critical thinking skills. At the intermediate proficiency level and above, debate activities may also be successfully integrated into English oral communication courses within the Japanese educational context. Nevertheless, without careful planning and consideration...
Lecture conducted at Nara Women’s University, Japan, as part of the Mahoroba Summer Programme for international students
Faculty development presentation conducted at Kansai University, Japan
This educational practice report outlines the rationale for creating an original English oral communication skills course that combines the study of literature with formal debate. It includes a detailed breakdown of the regular class procedures used to prepare students for a weekly practice debate and also an overview of the course structure, showi...