Judy Wang

WANG, Qiao (ワン チャオ, Judy), Assistant Professor

ResearchMap site : https://researchmap.jp/wangqiao

E-mail : [judy.wang@aoni.waseda.jp]

I am interested in second language classroom research, particularly computer game-based language learning under CALL. I have investigated how computer games can influence students’ English narrative writing, speaking and vocabulary acquisition. My previous studies have indicated that computer games can increase students’ learning motivation, while a classroom environment with teacher scaffolding is needed to ensure learning efficiency. Currently, I am working on developing a mobile game that integrates both vocabulary learning and evaluation. My other research interests also include natural language processing and English-Chinese translation and interpreting.


  • B.A., Changchun University of Science and Technology, 2011
  • Master in Translation and Interpreting, Beijing Foreign Studies University, 2013
  • Master in Foreign Language Acquisition and Education, Kyoto University, 2017
  • Ph.D. in Computer-Assisted Language Learning (CALL), Kyoto University, 2020

Current CELESE responsibilities

Administrative roles : CELESE minutes management, Teacher Moodle Helpdesk

Courses : Academic Reading, Concept Building and Discussion

Research areas and interests

Classroom research in foreign language education, Game-based language learning, Natural language processing, English-Chinese translation and interpreting

Representative works

  • Li, K.L., 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, DOI: 10.1080/09588221.2022.2067181
  • 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 (IJGBL), 11(1), 31-52. doi:10.4018/IJGBL.2021010103
  • Wang, Q. (2020). The role of classroom-situated game-based language learning in promoting students’ communicative competence. International Journal of Computer-Assisted Language Learning and Teaching, 10(2), 59-82.
  • 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). Hershey, PA: IGI Global. doi:10.4018/978-1-7998-2591-3.ch004
  • Wang, Q. (2019). Classroom intervention for integrating simulation games into language classrooms: An exploratory study with the SIMs 4. CALL-EJ, 20(2), 101-128.
  • Peterson, M., Wang, Q., & Mirzaei, M.S. (2018). The use of network-based virtual worlds in second language education: A research review. In M. Kruk (Ed.), Assessing the Effectiveness of Virtual Technologies in Foreign and Second Language Instruction (pp.1-17). Pennsylvania: IGI Global.
  • Wang, Q. & Dalsky, D. (2017). Students and teachers co-researching difficulties with vocabulary in academic writing: A case study of Exploratory Practice. In T. Stewart (Ed.). TESOL voices: Insider accounts of classroom life—Higher Education (pp. 123-129). Alexandria, VA: TESOL Press.


  • Consultant for a UNESCO cross-cultural dialogue project 2017, Diversity, Dialogue and Sharing: Online Resources for a More Resourceful World.