Jonathan deHaan

Introduction

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. 

This is my CV.  This is my Google Scholar profile.  This is my profile page at the University of Shizuoka.

I co-edit the Ludic Language Pedagogy journal https://llpjournal.org/ 

Contact

Email: dehaan AT u-shizuoka-ken.ac.jp     or    dehaan DOT shizuoka AT gmail.com

Office: 3505  (Office Hours: Mondays and Tuesdays 10:40-12:10), or by appointment

Phone: (+81) 054-264-5355

Address:
Jonathan deHaan
Faculty of International Relations
University of Shizuoka
52-1 Yada Suruga-Ward
Shizuoka-City, Japan 422-8526

静岡県公立大学法人静岡県立大学
〒422-8526 静岡県静岡市駿河区谷田52-1
ディハーン・ジョナサン

JALT CALL 2022 Keynote

This is my recent offering as one of the keynotes at the JALT CALL 2022 conference. Conference page.


Here are my slides. And mostly cleaned up script/notes.

Google slides

JALT CALL 2022 Keynote -- downloadable content

Here are some things I mentioned:

deHaan, J. (2020). Game-based language teaching is vaporware (Part 1 of 2): Examination of research reports. Ludic Language Pedagogy, 2, 115-139. https://doi.org/10.55853/llp_v2Art2 <-- open access paper

deHaan, J. (2020). Game-based language teaching is vaporware (Part 2 of 2): It’s time to ship or shut down. Ludic Language Pedagogy, 2, 140-161. https://doi.org/10.55853/llp_v2Art3 <-- open access paper


Oh, wow. This happened to fall off a truck. Pick it up and give it a nice home.
York, J, Poole, F.J. & deHaan, J. (2021). Playing a new game—An argument for a teacher‐focused field around games and play in language education. Foreign Language Annals(54),4, 1164-1188.


deHaan, J. (2019). Teaching language and literacy with games: What? How? Why? Ludic Language Pedagogy, 1, 1-57. https://doi.org/10.55853/llp_v1Art1

This is a good intro to that paper: 

deHaan, J. (2022). Teaching language and literacy (or anything) with games (or anything): A good way (The pedagogy of multiliteracies) simplified here for teachers and students. Ludic Language Pedagogy, 4, 14-30.  Open access


York, J.,deHaan, J. Childs, M. and Collins, M.(2022)‘How is gamification like being trapped in the Matrix? And what is the ‘real-world’ of game-based learning?’.Digital Culture & Education, 14(3), 35–54. open access paper


https://koreatesol.org/sites/default/files/pdf_publications/TECv25-4Winter2021.pdf#page=12 



academia  |  playing a different game  |  an open note


I believe that


So?


We can all do better. 


I started an open journal and community with Dr. James York and other passionate teachers and researchers. We take education, teaching, communities, and research very seriously. 


Feel free to join us at https://llpjournal.org/ (our Slack/Discord links are there). 

If you introduce and discuss your project there and

I would be happy to join/mentor some other members of the LLP community in working on your project in a collaborative, open review format.


I hope you’ll also re-create your academic game to be more fair to everyone involved. 

If you need help, I and others at LLP can help you.


And of course I am very willing to continue discussing all of this.


Jonathan


Jonathan William deHaan, Ph.D.

University of Shizuoka, Faculty of International Relations, Associate Professor

Teacher, Researcher, Writer, Activist, Father, Husband

Bad monkey trying to be a better monkey in a bad world

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.


Project pages:

- my graduation thesis 2-year seminar (2018 and 2019 and 2020 group pages)

- a 15-week class sequence: google document syllabus

- a 4-week introductory module: google document syllabus


Social media:

The Twitter hashtag #gameterakoya aggregates work that I and my students share related to the project


Contact

Email: dehaan AT u-shizuoka-ken.ac.jp

Twitter: https://twitter.com/jonathandehaan

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

Research

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.):

https://sites.google.com/site/gamelabshizuoka/events/2011-2012-game-camp

2. Game Camp: 

deHaan, J. (Ed.) (2013). Game Camp: Out-of-School Language and Literacy Development. Common Ground Press: Chicago, USA.

www.gamecamp.info/english

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/

B) Seminar

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