A Review of Research on the Application of Digital Games in Foreign Language Education

Author:

Peterson Mark1ORCID,White Jeremy2,Mirzaei Maryam Sadat3,Wang Qiao1ORCID

Affiliation:

1. Kyoto University, Japan

2. Ritsumeikan University, Japan

3. RIKEN AIP, Japan

Abstract

The use of digital games represents an expanding domain in computer-assisted language learning (CALL) research. This chapter reviews the findings of 26 learner-based studies in this area that are informed by cognitive and social accounts of SLA. The analysis shows that massively multiplayer online role-playing games (MMORPGs) are the most frequently investigated game type and the majority of studies involved EFL learners in higher education. Mixed methods were the most frequent research tool utilized by researchers. Limitations of current research include the preponderance of small-scale experimental studies that investigated only a limited number of factors. Although the research is not conclusive, findings indicate that game play facilitates collaboration, the production of target language output, vocabulary learning, and reduces the influence of factors that inhibit learning. This chapter concludes by identifying promising areas for future research.

Publisher

IGI Global

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1. Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners;Entertainment Computing;2025-01

2. Language of Zelda: Facilitating Language Learning Practices Using ChatGPT;Extended Abstracts of the CHI Conference on Human Factors in Computing Systems;2024-05-11

3. English Language Teacher Education and Technology;Integrating TPACK and CALL in English Language Teaching;2023-06-30

4. DİL ÖĞRETİMİNDE SANAL GERÇEKLİK UYGULAMALARININ KULLANIMI;International Journal Of Turkish Literature Culture Education;2023-04-26

5. Gaming in a Foreign Language: L2 Vocabulary Processing in a Single-Player Role-Playing Game;Vocabulary Learning in the Wild;2023

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