Research


  

 

 

Embracing the constant changing world around us helps us stop thinking of learning as an isolated process of information absorption

and start thinking of learning as a process of play and imagination (Thomas & Brown, 2011).

  

 

Guiding question: Is gaming, a form of play and imagination, helpful for second language learners?                         

 

 

Research Projects

 

Considerable work has been done on gaming and second language learning. Here we highlight researches done on general foreign languages learning (i.e., games that support multilingual learning), Chinese language learning, and English language learning, The researches presented here were conducted in K-12, higher education, and adult training environments in China, Europe, Germany, Iraq, Japan, Korea, etc. The types of games cover serious games, Alternate Reality Games, vision-based motion game, massive multiplayer online role-playing game (MMORPG), computer simulation game, etc. Research results indicate that, in general, learning through gaming brings significant benefits to second language learners, such as increased vocabulary acquisition, higher motivation, enhanced collaboration, stronger communication ability, etc. Those researches also point out the importance of learner training about the game systems, and the combination of supplementary learning materials when implementing game-based learning.

 

A. Foreign Languages Learning and Games

 

1.Johnson, W. L. (2010). Serious use of a serious game for language learning. International Journal of Artificial Intelligence in Education, 20, 175-195. Serious use of a serious game for language learning.pdf

  

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2.Connolly, T. M., Stansfield, M., & Hainey, T. (2011). An alternate reality game for language learning: ARGuing for multilingual motivation. Computers & Education, 57, 1389-1415. An alternate reality game for language learning: ARGuing for multilingual motivation.pdf

 

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B. Chinese Language Learning and Games

  

1. Hao, Y., Hong, J.-C., Jong, J.-T., Hwang, M.-Y., Su, C.-Y., & Yang, J.-S. (2010). Non-native Chinese language learners’ attitudes towards online vision-based motion games. British Journal of Educational Technology, 41 (6), 1043-1053. Non-native Chinese language learners’ attitudes towards online vision-based motion games.pdf

  

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C. English Language Learning and Games

  

1. Green, P. J., Sha, M., & Liu, L. (2011). The U.S.-China E-Language Project: A Study of a Gaming Approach to English Language Learning for Middle School Students. RTI InternationalThe U.S.-China E-Language Project.pdf

 

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2. deHaan, J., Reed, W. M., & Katsuko, K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning & Technology, 14 (2), 74-94. The effect of interactivity with a music video game on second language vocabulary recall.pdf

 

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3.Suh, S., Kim, S. W., & Kim, N. J. (2010). Effectiveness of MMORPG-based instruction in elementary English education in Korea. Journal of Computer Assisted Learning, 26 (5), 370-378. Effectiveness of MMORPG-based instruction in elementary English education in Korea.pdf

 

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          Key findings: The analysis (Literature Review) draws attention to the role played by learner training and indicates that for intermediate and advanced level

                              English language  learners, MMORPGs offer a motivating context that elicits engagement in beneficial forms of target language interaction.

                              Research further suggests that learner participation in network-based gaming provides valuable opportunities for vocabulary acquisition and

                              the development of communicative competence

 

 

4.Ranalli, J. (2008). Learning English with The Sims: exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21 (5), 441-455. Learning English with The Sims exploiting authentic computer simulation games for L2 learning.pdf

  

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          Station 1: vocabulary information and quizzes, culture notes, and instructions for each day’s play

          Station 2: an online dictionary and the same culture notes and instructions as in Station 1, but no vocabulary-related materials

          Station 3: only the gaming instructions

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          Key findingsintelligently combines The Sims game data from the English edition with data from editions of other languages (in this case, German) to form a

                             bilingual gaming environment, which exposes learners to abundant L2 vocabulary, yet still provides enough L1 support not to detract from the

                             game.

          Key findings:  a statistically significant increase in vocabulary acquisition for the first condition (participants who received mandatory supplemental materials).

                               Student feedback suggests the supplemental materials were beneficial for successful task completion. Thus, how authentic computer simulation

                               tasks are structured and supported appears to have a considerable bearing on the appropriateness of the task. 

 

 

 

 

Future Research Questions

  

 

 

 

References

 

Thomas, D., & Brown, J. S. (2011). A New Culture of Learning: Cultivating the Imagination for a World of Constant Change. Lexington, KY: CreateSpace.