Game-based learning for second language acquisition in higher education

Authors

DOI:

https://doi.org/10.24310/innoeduca.2022.v8i2.13858

Keywords:

Game based learning, systematic literature review, second languages, higher education

Abstract

Digital games offer a promising platform to engage students in second language practice. Recently, leading academics have made research contributions on the benefits of game-based learning. Hence, this study aims to gather empirical findings that shed light on the effectiveness of games in second language learning. To do this, a systematic literature review of scientific articles indexed in Web of Science and Scopus has been carried out, considering various inclusion/exclusion criteria. In total, ten scientific articles that meet all the inclusion/exclusion criteria have formed the sample and have served to answer the research questions posed. After a thorough analysis, evidence on both the pedagogical implications of digital game-based learning in second language acquisition and the effects of this form of learning on the development of skills and/or linguistic aspects stands out. Based on the results, it can be concluded that it is important for teachers to select games according to the type of competences they want to work on so that learning is meaningful and motivating. To this end, it is necessary for teachers to promote opportunities for interaction between peers that encourage second language practice and to offer additional help to students who have never played the game selected for second language learning.

 

Downloads

Download data is not yet available.

Metrics

Metrics Loading ...

Author Biography

Alicia González Pérez, Universidad de Extremadura

Alicia González-Pérez is "Profesora Titular" in the Teacher Training College at University of Extremadura. She got Doctorate Award (2014) and PhD with European Mention in Education (2011) by University of Seville. She studied Pedagogy in Salamanca University (Spain) and she continued her studies in Dankook University (South Korea).

She has been collaborating  with some prestige foreign universities as: Artevelde University (Bélgica), Università di Torino (Italia),Nord University (Norway), Universisty of Algarve and University of Coimbra (Portugal),  Cag University (Turkey), Dankook University (South Korea), Bath Spa University (United Kingdom), Universidad del Estado de Santa Catarina - UDESC (Brazil) y Nesna University College (Norway).

 She has been collaborated and participated in different International, European, National and Autonomous projects. She was Coordinator of MILAGE Project: Interactive Mathematics by implementing a Blended-Learning model with Augmented Reality and Game books funded by the European Union (2015-2018).

She is author of several National and International journal articles, book chapters and a books published in prestigious journals and editorials, about educational policies with ICT, educational innovation, educational technology, digital competence, and gender.

References

Brazo, A. I., Muñoz, J. M., & Castro, C. (2018). Aprendiendo léxico y ortografía francesa en la universidad mediante el videojuego SCRIBBLENAUTS. EDMETIC, 7(2), 18–36. https://doi.org/10.21071/edmetic.v7i2.7201

Butler, Y. G. (2015) The use of computer games as foreign language learning tasks for digital natives. System, 54, 91–102. https://doi.org/10.1016/j.system.2014.10.010

Casañ-Pitarch, R. (2017a). Language for specific purposes and graphic-adventure video-games: Supporting content and language learning. Obra Digital, 13, 169-183. https://doi.org/10.25029/od.2017.93.13

Casañ-Pitarch, R. (2017b). Storyline-based videogames in the FL classroom. Digital Education Review, (31), 80-92.

Casañ-Pitarch, R. (2018). An Approach to Digital Game-based Learning: Video-games Principles and Applications in Foreign Language Learning. Journal of Language Teaching and Research, 9(6), 1147-1159. http://doi.org/10.17507/jltr.0906.04

Chacón, R., Zurita, F., Martínez, A., Castro, M., Espejo, T., & Pinel, C. (2017). Relación entre factores académicos y consumo de videojuegos en universitarios. Un modelo de regresión. Píxel-Bit. Revista de Medios y Educación, (50), 109-121. http://doi.org/10.12795/pixelbit.2017.i50.07

Chen, C.-M., Liu, H., & Huang, H.-B. (2019). Effects of a mobile game-based English vocabulary learning app on learners’ perceptions and learning performance: A case study of Taiwanese EFL learners. ReCALL, 31(2), 170–188. https://doi.org/10.1017/S0958344018000228

Chen, H.-J. H., & Hsu, H.-L. (2020) The impact of a serious game on vocabulary and content learning. Computer Assisted Language Learning, 33(7), 811-832. https://doi.org/10.1080/09588221.2019.1593197

Chen, H.-J. H., Hsu, H.-L., Chen, Z.-H., & Todd, A. G. (2021). Investigating the Impact of Integrating Vocabulary Exercises into an Adventure Video Game on Second Vocabulary Learning. Journal of Educational Computing Research, 59(2), 318-341. https://doi.org/10.1177/0735633120963750

Chen, J. C. (2016). The crossroads of English language learners, task-based instruction, and 3D multi-user virtual learning in Second Life. Computers y Education, 102, 152-171. https://doi.org/10.1016/j.compedu.2016.08.004

Chen, Z.-H., Chen, H., & Dai, W.-J. (2018). Using narrative based contextual games to enhance language learning: A case study. Journal of Educational Technology y Society, 21(3), 186–198. http://www.jstor.org/stable/26458517

Cortés-Picazo, L. C. (2016). Transgresión de las identidades tradicionales de género mediante la representación gráfica de mujeres protagonistas para videojuegos desarrollada por niños y niñas. Arte, Individuo y Sociedad, 28(3), 459-473. https://doi.org/10.5209/rev_ARIS.2016.v28.n3.48951

Del Moral, M. E., Guzmán, A. P., & Fernández, L. C. (2018). Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students. Journal of New Approaches in Educational Research, 7(1), 31-39. https://doi.org/10.7821/naer.2018.1.248

Di Blas, N., & Paolini, P. (2014). Multi-user virtual environments fostering collaboration in formal education. Educational Technology & Society, 17(1), 54-69. http://www.jstor.org/stable/jeductechsoci.17.1.54

Eun, B., & Lim, H. (2009). A Sociocultural view of language learning: The Importance of meaning-based instruction. TESL Canada Journal, 27(1), 12-26. https://doi.org/10.18806/tesl.v27i1.1031

Filsecker, M., & Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement and learning in an educational game. Computers & Education, 75, 136-148. https://doi.org/10.1016/j.compedu.2014.02.008

Franciosi, S. (2017). The Effect of Computer Game-Based Learning on FL Vocabulary Transferability. Educational Technology & Society, 20(1), 123–133.

Godwin-Jones, R. (2014). Games in language learning: opportunities and challenges. Language Learning & Technology, 18(182), 9–19. https://doi.org/10125/44363

González-Pérez, A., & Díaz, M. J. S. (2021). Aspectos pedagógicos, tecnológicos y de interacción social del aprendizaje móvil: revisión Sistemática de Literatura. Educatio Siglo XXI, 39(1), 257-280. http://dx.doi.org/10.6018/educatio.469271

Grimshaw, J., & Cardoso, W. (2018). Activate space rats! Fluency development in a mobile game-assisted environment. Language Learning & Technology, 22(3), 159–175. https://doi.org/10125/44662

Hung, H.-T., Chang, J.-L., & Yeh, H.-C. (2016). A review of trends in digital game-based language learning research. 2016 IEEE International Conference on Advanced Learning Technologies (ICALT), 508-512. https://doi.org/10.1109/ICALT.2016.9

Ibrahim, K. (2017). The Impact of Ecological Factors on Game-Based L2 Practice and Learning. Foreing Language Annals, 50(3), 533-546. https://doi.org/10.1111/flan.12278

Johnson, E., Larner, A., Merritt, D., Vitanova, G., & Sousa, S. (2020). Assessing the impact of game modalities in second language acquisition: ELLE the EndLess LEarner. Journal of Universal Computer Science, 26(8), 880-903.

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

Laamarti, F., Eid, M., & Saddik, A. (2014). An overview of serious games. International Journal of Computer Games Technology, 2014, 1–15. https://doi.org/10.1155/2014/358152

Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge University Press. https://doi.org/10.1017/CBO9780511815355

Oxford, R. L. (2015). Expanded perspectives on autonomous learners. Innovation in Language Learning and Teaching, 9(1), 58-71. https://doi.org/10.1080/17501229.2014.99576

Peterson, M. (2016). Computer games and language learning. Springer.

Petticrew, M., & Roberts, H. (2006). Systematic reviews in the social sciences: a practical guide. Blackwell Publishing.

Reinders, H. (2012). Digital games in language learning and teaching. Palgrave Macmillan.

Scholz, K., & Schulze, M. (2017). Digital-Gaming trajectories and second language development. Language Learning & Technology, 21(1), 100-120. https://doi.org/10125/44597

Serra, J., & Gilabert, R. (2021). Algorithmic versus teacher-led sequencing in a digital serious game and the development of second language reading fluency and accuracy. British Journal of Educational Technology, 52(5), 1898-1916. https://doi.org/10.1111/bjet.13131

Squire, K. D., & Jan, M. (2007). Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology, 16(1), 5-29. https://doi.org/10.1007/s10956-006-9037-z

Sykes, J., & Reinhardt, J. (2013). Language at play: Digital games in second and foreign language teaching and learning. Pearson Higher Ed.

Tobias, S., & Fletcher, J. (2011). Computer Games and Instruction. State University of New York.

Usai, F., O’Neil, K. G. R., & Newman, A. J. (2018). Design and empirical validation of effectiveness of LANGA, an online game-based platform for second language learning. IEEE Transactions on Learning Technologies, 11(1), 107-114. https://doi.org/10.1109/TLT.2017.2762688

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. https://doi.org/10.4018/IJCALLT.2020040104

Yamazaki, K. (2018). Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world. ReCALL, 30(2), 214-231. https://doi.org/10.1017/S0958344017000350.

Published

2022-12-01

How to Cite

González Pérez, A., & Álvarez Serrano, A. (2022). Game-based learning for second language acquisition in higher education. Innoeduca. International Journal of Technology and Educational Innovation, 8(2), 114–128. https://doi.org/10.24310/innoeduca.2022.v8i2.13858

Issue

Section

Articles