情報理工学部  /

 ワイト   ジェレミー スチュワート   (男)

衣笠総合研究機構   /
2003/04  Canterbury大学  Business Management  Business Management  卒業
2006/10  Griffith 大学, ブリスベーン, オーストラリア大学院  School of Education  Applied Linguistics (TESOL)  修士課程  修了
2015/12  Griffith University  School of Education  Computer Assisted Language Learning  博士課程後期課程  単位取得退学
Bachelor of Commerce (2003/04 Canterbury University)   Master of Arts in Applied Linguistics (TESOL) (2006/10 Griffith University)   Master of Education (2015/12 Griffith University)  
2003/08/01-2006/07/15  奈良県広陵町教育委員会ALT (JET プログラム)
2006/07/20-2007/02/02  New England大学, Shafston Language Center, ブリスベーン, オーストラリア ESL 講師
2007/04/01-2009/03/31  神戸夙川学院大学研究員/英語講師
2009/04/01-2013/03/31  立命館大学言語教育センター経済経営英語
2013/04/01-  立命館大学情報理工学部
2010/11-2011/11  全国語学教育学会  Organizing Committee, Osaka Chapter
2011/11-2013/06  全国語学教育学会  National Learner Development Special Interest Group, Membership Committee
2012/10-2013/10  全国語学教育学会  Co-Program Chair
2014/11-  Asia CALL  Asia CALL Online events coordinator
Japan Association for Language Teacher (JALT)
College and University Educators Special Interest Group (CUE)  
Japan Association for Language Teacher (JALT), President, Kyoto Chapter  
Master of Arts, Applied Linguistics (TESOL)  (2006)   
Mobile learning
Games in the classroom
Computer Assisted Language Learning
The use of game-based learning in English language education in Japan.

 I have been studying the use of game-based learning with Japanese students. To date my research has focused on both Japanese elementary school students and Japanese university students.

The elementary student research came about due to the Ministry of Education, Culture, Sports, Science, and Technology (MEXT) implementing changes to make English a compulsory subject from the 5th grade of elementary school. This has been done in an attempt to move Japan into the inward circle of English influence, and create a society with English capabilities. My research thus far has shown that teachers are unprepared for this change, and feel anxiety when teaching English, while students are often not engaged during lessons. It is obvious that the current method of instruction alone is not enough to meet the goals of MEXT. The theory of my research suggests the use of gaming consoles and off-the-shelf gaming software, which may be able to engage students and achieve transfer of the commentary language of the game just by playing and interacting with others.

With University students, my research has focused on the use of MMORPG for English vocabulary acquisition. My theory in this research is that students, when provided with a game specific vocabulary corpus, will be able to improve their vocabulary just by playing the game. Students in my research are put into groups and given tasks to complete within the game. By having tasks, the students are required to interact together and practice using the target language vocabulary. In many of the game-based learning studies to date, little attention has been paid to the long-term retention of vocabulary. It is in this area that I will focus my research.
■研究業績一覧  (上位3件までを表示します。一覧表示では、公開対象の全件を表示します。)

The Perceptions and Opinions of Parents of Japanese Elementary School Students Regarding the Concept of BYOT and BYOD in
Perspectives on English Language Education in Japan (Vol 1)  AGON  235 - 266  2016
Target on Business and the TOEIC Test Vocabuary  Shiomi, S., Yoshida, H., Hayashi, M., Kamijo, T., Silver, R., Rose, O., White, J., Campbell, A  Seibido  2015/01  978-4-7919-3386-0

A structured English email program for low-level Japanese university students  White, J  The Asian Conference on Technology in the Classroom  69-79  2011/06  2186-4705
Call and the problems faced at Japanese university level  White, J  CALL: What's Your Motivation? Collected Papers on the Cutting Edge of Language Learning Practice  139-148  2011/11  978-4-939130-52-6
A case study of unique input to produce spoken English  White, J  The Asian EFL Journal Professional Teaching Articles  56, 30-42  2011/11  1738-1460

Using social networking sites as a means of creating collaborative lesson plans and for collaboration with curriculum development  4th International Wireless Ready Symposium  2010/02/19
The ability of a deaf Japanese university student to learn English through lip reading  9th Annual Pan-SIG Conference  2010/05/22
CALL and the challenges faced at Japanese university level  JALT CALL Learning Annual Conference  2010/05/29

■教育業績一覧  (上位3件までを表示します。一覧表示では、公開対象の全件を表示します)

2017  Academic Literacy 302  講義
2017  Computers in Education  講義
2017  英語中級 105  講義
Game-Based Learning: Moving Towards a New Teaching Methodology
 Game-based learning is a research field that is gaining in popularity throughout the world as the potential benefits become more well known. I am always looking at ways I can keep my students motivated to learn, and I believe game-based learning when implemented correctly does just this. I am interested to collaborate with researchers both in Japan and other countries on this topic. Please feel free to contact me.
Game-based Learning