Just what cultural factors might be expected to be influential? Some ideas are:
- unwillingness of Japanese learners to make mistakes in public / conformity
- 'shyness' (?)
- technological savvy / familiarity
- keeness on games
Potential hypothesis:
Because Japanese language learners are constrained by unwillingness to make mistakes in a 'real' class - because this would mean to 'lose face' and display weakness - interactive and engaging online language learning can provide a valuable tool for language learning.
Comments
A means of testing this hypothesis would be to gauge Japanese learners' level of interaction or attitude towards an online role-play consisting of various online tools - wiki, blog, synchronous. All in role, part-project, part-gamelike.
Question is: is the focus to be on culture or the activity?