Peterson, Mark. Associate Professor
| Graduate School | Human and Environmental Studies/Language Sciences |
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| Undergraduate School | Language Sciences (Division of Cognitive and Information Sciences) |
| Other Affiliation | |
| Personal Page | Website |
| Research areas | Computer-assisted language learning |
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| Keywords | computer-mediated communication, second language acquisition, virtual environments, digital games |
| Themes | My current research explores learner behaviour in virtual environments and the potential of computer games as a means to facilitate second language acquisition. |
| Major publications | Google scholar, 3,841 Li, K., Peterson, M., & Fan, Q. (in press). Incorporating digital multimodal composing into game-enhanced language learning: An emotional account. Language Learning & Technology. Peterson, M., & Swier, R.S. (2025). Task-based learning and innovation in CALL: digital game-based learning. Language Teaching Research Quarterly, 51, 376-391. Kruk, M., & Peterson, M. (2025). Extended reality. In L. McCallum & D. Tafazoli (Eds), The Palgrave Encyclopedia of Computer-Assisted Language Learning. Palgrave Macmillan. Li, K., & Peterson, M., Wang, Q., & Wang, H. (2025). Mapping the research trends of digital game-based language learning (DGBLL): A scientometrics review. Computer Assisted Language Learning, 38(7), 1393-1422. Peterson, M. (2025). Simulation Games in Language Learning & Teaching. In L. McCallum & D. Tafazoli (Eds.), The Palgrave Encyclopedia of Computer-Assisted Language Learning. Palgrave Macmillan. Peterson, M., & Kruk, M. (2025). Virtual worlds. In L. McCallum & D. Tafazoli (Eds), The Palgrave Encyclopedia of Computer-Assisted Language Learning. Palgrave Macmillan. Peterson, M., & Jabbari, N. (Eds.) (2024). Frontiers in technology-mediated language learning. Routledge. Peterson, M. (2023). Digital simulation games in CALL: a research review. Computer Assisted Language Learning, 36(5-6), 943-967. Jabbari, N., & Peterson, M. (2023). EFL gamers’ speaking performance in a massively multiplayer online role-playing game: a longitudinal mixed-methods case study. The Language Learning Journal, 51(4), 416-450. Peterson, M., Arshad, N. I., & Wrobetz, K. (2023). Digital games in English language teaching. In G. Kurt & P. Baskan (Eds), Educational technology in English language teaching (pp. 265-285). Eğiten Kitap. Li, K., Peterson, M., & Wan, J. (2022). Digital Gaming in the language classroom: students’ language performance, engagement and perception. International Journal of Computer-Assisted Language Learning and Teaching, 12(1), 1-25. Peterson, M., & Jabbari, N. (2022). Digital games and foreign language learning: Context and future development. In M. Peterson & N. Jabbari (Eds), Digital games in language learning: case studies and applications (pp.1-13). Routledge. Peterson, M., & Jabbari, N. (Eds.) (2022). Digital games in language learning: case studies and applications. Routledge. Li, K., Peterson, M., & Wang, Q. (2022). Out-of-school language learning through digital gaming: a case study from an activity theory perspective. Computer Assisted Language Learning, 37(5-6), 1019-1047. Li, K., Peterson, M., & Wang, Q. (2021). Using community of inquiry to scaffold language learning in out-of-school gaming: a case study. International Journal of Game-Based Learning, 11(1), 31-52. Peterson, M., Yamazaki, K., & Thomas, M. (Eds.) (2021). Digital games and language learning: theory, development and implementation. Bloomsbury. Kruk, M., & Peterson, M. (Eds.) (2020). New technological applications for foreign and second language learning and teaching. IGI Global. Peterson, M., White, J., Mirzaei, M.S., & Wang, Q. (2020). A review of research on the application of digital games in foreign language education. In M.Kruk & M.Peterson (Eds.), New technological applications for foreign and second language learning and teaching (pp.69-92). IGI Global. |
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| Background | 2007 Associate professor, graduate school of human and environmental studies 2008 PhD in Linguistics (The University of Edinburgh) |