I study, teach and design games and simulations. I am particularly interested in literacy and language learning and teaching.
I am an Associate Professor in the Faculty of International Relations at the University of Shizuoka, Japan.
I am the director of the Game Lab at the University of Shizuoka.
I co-edit the Ludic Language Pedagogy journal with Dr. James York https://llpjournal.org/
academia | playing a different game | an open note
My main teaching/research project is the "Game Terakoya" project.
It purposefully connects games with academic and participatory project work using teaching approaches such as the Pedagogy of Multiliteracies and Experiential Learning.
- a 15-week class sequence: google document syllabus
- a 4-week introductory module: google document syllabus
The Twitter hashtag #gameterakoya aggregates work that I and my students share related to the project
Email: dehaan AT u-shizuoka-ken.ac.jp
Office: 3505 (Office Hours: Mondays and Tuesdays 10:40-12:10), or by appointment
Phone: (+81) 054-264-5355
Address: University of Shizuoka,
52-1 Yada Suruga-Ward
Shizuoka-City, Japan 422-8526
A) Learning and Literacy
These projects give students early entrepreneurial and research experiences, help students develop 21st Century workplace and study skills, and help students be critical consumers, creative producers and active communicators of various languages and media.
1. Game Lab (We conduct research projects on the educational benefits of games and the ways games can connect the University, the community and businesses. The Game Lab is a student-centered research institution; students work individually and in small teams on meaningful chosen projects.):
2. Game Camp:
deHaan, J. (Ed.) (2013). Game Camp: Out-of-School Language and Literacy Development. Common Ground Press: Chicago, USA.
3. deHaan, J. (2011). Teaching and learning English through digital game projects. Digital Culture & Education, 3:1, 66-75.
B) Second Languages and Video Games
These research projects investigate how various video game genres help or hinder the process of second language acquisition.
1. deHaan, J. (Ed.) (2013). Video Games and Second Language Acquisition: 6 Case Studies. Common Ground Press: Chicago, USA.
2. deHaan, J & Kono, F. (2010). The effect of interactivity with WarioWare minigames on second language vocabulary learning. Journal of Digital Games Research, Volume 4(2), 47-59.
3. deHaan, J., Reed, W.M., Kuwada, K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning and Technology, 14(2), 74-94.
4. deHaan, J. & Diamond, J. (2007). The experience of telepresence with a foreign language video game and video. Proceedings of the ACM SIGGRAPH Sandbox Video Game Symposium, pp. 39-46.
5. deHaan, J. (2005). Language learning through video games: A theoretical framework, an analysis of game genres and questions for future research. In S. Schaffer & M. Price (Eds.), Interactive Convergence: Critical Issues in Multimedia (vol. 10), Chapter 14, pp. 229-239. Interdisciplinary Press.
6. deHaan, J. (2005). Acquisition of Japanese as a foreign language through a baseball video game. Foreign Language Annals, 38(2), 278-282.
C) Strategic Interactions and Experiential Learning
These research projects combine technologies (video cameras and wikis), unique roleplays (DiPietro's Strategic Interactions) and repeated cycles of planning, doing, reflecting and discussing (Dewey's, Lewin's, Kolb's and Argyris and Schon's experiential learning models) to develop students' academic and professional second language skills.
1. deHaan, Jonathan & Johnson, N. (2012). Second language strategic interactions using emerging technologies and experiential learning. In J. Jia (Ed.) Educational Stages and Interactive Learning: From Kindergarten to Workplace Training, Chapter 18, pp. 306-330. IGI Group.
2. deHaan, Jonathan, Johnson, Neil H., Yoshimura, Noriko, Kondo, Takako. (2012). Wiki and digital video use in strategic interaction-based experiential EFL learning. CALICO Journal, Volume 29(2).
3. deHaan, Jonathan & Johnson, N. (2012). Enhancing the scenario: Emerging technologies and experiential learning in second language instructional design. The International Journal of Learning, Volume 18(4), pp. 321-334.
4. Johnson, Neil & deHaan, Jonathan. (2011). Second language development through technology mediated strategic interaction. Asian EFL Journal, Volume 14(4), Article 3.
Game Lab / Seminar
Please contact me if you are interested in joining the Game Lab or my Undergraduate / Graduate Seminar.
A) Game Lab
We conduct research projects on the educational benefits of games and the ways games can connect the University, the community and businesses. The Game Lab is a student-centered research institution; students work individually and in small teams on meaningful chosen projects. Please visit our Lab website for more information about our various projects related to community, education, industry collaboration, critical thinking and design. https://sites.google.com/site/gamelabshizuoka/
In my seminar, 3rd year, 4th year and Masters level students explore games and society (e.g., education, business, art, language, civics, etc). Students join ongoing Lab projects, work right away on their own and with others, learn and practice research methods, read articles and write short reports weekly, plan and conduct a research project, and write their thesis in English (for submission to a journal for publication). We get together regularly to play and discuss games. More information and the application: https://sites.google.com/site/gamelabshizuoka/about-the-lab/seminar-application
Example Student Publications:
Sato, A. & deHaan, J. (2016). Applying an experiential learning model to the teaching of gateway strategy board games. International Journal of Instruction, 9(1), 1-16. Available: http://www.e-iji.net/dosyalar/iji_2016_1_1.pdf
Masuda, R. & deHaan, J. (2015). Language in game rules and game play: A study of emergence in Pandemic. International Journal of English Linguistics, 5(6), 1-10. Available: http://www.ccsenet.org/journal/index.php/ijel/article/view/52121/29606
deHaan, J. (Ed.) (2013). Game Camp: Out-of-School Language and Literacy Development. Common Ground Press: Chicago, USA. (based on www.gamecamp.info/english )
deHaan, J. (Ed.) (2013). Video Games and Second Language Acquisition: 6 Case Studies. Common Ground Press: Chicago, USA.
List of all supervised students and thesis topics: https://sites.google.com/site/gamelabshizuoka/about-the-lab/graduation-theses