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Re-Purposing a Recreational Video Game as a Serious Game for Second Language Acquisition

Re-Purposing a Recreational Video Game as a Serious Game for Second Language Acquisition

Yolanda A. Rankin, Marcus W. Shute
ISBN13: 9781615207398|ISBN10: 1615207392|ISBN13 Softcover: 9781616922665|EISBN13: 9781615207404
DOI: 10.4018/978-1-61520-739-8.ch010
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MLA

Rankin, Yolanda A., and Marcus W. Shute. "Re-Purposing a Recreational Video Game as a Serious Game for Second Language Acquisition." Serious Game Design and Development: Technologies for Training and Learning, edited by Jan Cannon-Bowers and Clint Bowers, IGI Global, 2010, pp. 178-195. https://doi.org/10.4018/978-1-61520-739-8.ch010

APA

Rankin, Y. A. & Shute, M. W. (2010). Re-Purposing a Recreational Video Game as a Serious Game for Second Language Acquisition. In J. Cannon-Bowers & C. Bowers (Eds.), Serious Game Design and Development: Technologies for Training and Learning (pp. 178-195). IGI Global. https://doi.org/10.4018/978-1-61520-739-8.ch010

Chicago

Rankin, Yolanda A., and Marcus W. Shute. "Re-Purposing a Recreational Video Game as a Serious Game for Second Language Acquisition." In Serious Game Design and Development: Technologies for Training and Learning, edited by Jan Cannon-Bowers and Clint Bowers, 178-195. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-61520-739-8.ch010

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Abstract

Serious games designed for educational purposes promote acquisition of knowledge and skills that are valued in the both the virtual realm and the real world. However, the million dollar question is how do we design serious games that produce positive learning outcomes without sacrificing the element of fun? The authors’ answer is simple but no less profound. Don’t recreate the wheel; instead use it to create new technology! Using this premise, they re-purpose the recreational Massively Multiplayer Online Role Playing Game (MMORPG) EverQuest® II as a serious game, leveraging the entertainment value and readily accessible developer tools to promote learning in the context of Second Language Acquisition (SLA). They outline the process of transformation, first identifying the affordances attributed to MMORPGs and then evaluating the impact of gameplay experiences on SLA. Promising results from experimental studies reveal that in-game social interactions in the target language between native speakers and non native speakers provide a higher degree of engagement and significantly increase second language vocabulary acquisition and reading comprehension skills compared to traditional classroom instruction. They conclude with the design of two game modules that promote vocabulary acquisition, reading comprehension and conversational fluency.

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