Digital Gaming in the Language Classroom: Student Language Performance, Engagement, and Perception

Digital Gaming in the Language Classroom: Student Language Performance, Engagement, and Perception

Ke Li, Mark Peterson, Jiahui Wan
DOI: 10.4018/IJCALLT.291110
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Abstract

Despite the increasing awareness of digital games’ potential for language learning, only a handful of studies focus on their integration into classrooms. Informed by bridging activities, this mixed methods case study recruited six students to engage in instructed gameplay in class and game-related activities after class. Both qualitative and quantitative data were collected and analyzed so as to measure participants’ learning outcome, document their engagement, and explore their perceptions of game-based language learning. Results suggest progress in vocabulary recall and transfer. Participants also reported gains in writing and listening, satisfaction with the project, along with a positive attitude towards GBLL. Moreover, it is found that the instructor has a pivotal role to play in pre-game set-up, in-game guidance and post-game feedback. The study yields empirical evidence regarding the benefits of GBLL and may hold pedagogical implications for the integration of games into educational settings. The limitations of this research and future directions are also discussed.
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Introduction

The proliferation of digital games in people’s leisure time has sparked growing scholarly interest in their educational value and potential pedagogical application (Gee, 2003; Lacasa, 2013). In the field of second language acquisition (SLA), researchers have explored a diverse array of digital games for their potential in language learning and teaching from multiple theoretical perspectives (Peterson et al., 2020). To demonstrate the utility of digital games to facilitate language learning, researchers have reported benefits of computer gaming relating to various aspects of language acquisition, such as high levels of motivation (Connolly et al., 2011; Liu & Chu, 2010), lowered anxiety (Grimshaw & Cardoso, 2018; Horowitz, 2019), enhanced willingness to communicate (Reinders & Wattana, 2011, 2014, 2015), and increased use of target language (Rankin et al., 2006; Reinders & Wattana, 2011; Zheng, et al., 2009).

In spite of these encouraging results, the literature is limited regarding pedagogical practices in the classroom-based gameplay and few attempts have been made to explore how to maximize learning through digital gaming. As deHaan (2019) argued, the literature is replete with game-based language learning, but not game-based language teaching. Moreover, empirical evidence regarding actual learning outcomes from digital gaming is focused on incidental learning and vocabulary acquisition. Even for the research that reported vocabulary gains, it is only the retention rather than the productive knowledge of words that was investigated. To address these gaps, this case study drew upon the model of bridging activities (Thorne & Reinhardt, 2008) to explore how digital games can be incorporated into the language classroom, with a focus on pedagogical mediation and the effects of instructed gameplay on student’s learning performance, engagement and perceptions.

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