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Digital Games in Language Learning: Case Studies and Applications PDF

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DIGITAL GAMES IN LANGUAGE LEARNING This edited volume provides a comprehensive overview of contemporary research into the application of digital games in second and foreign language teaching and learning. As the use of digital games in foreign language education continues to expand, there is a need for publications that provide a window into recent innovations in this increasingly influential area of language education. This volume is wide ranging in scope incorporating both theory and practice and includes contributions from authorities in the field. Areas covered include research reviews and a range of case studies conducted in a variety of international contexts. This volume represents an essential guide to developments in this field and will have wide appeal to students, language educators, game and instructional designers. Mark Peterson is an Associate Professor at Kyoto University, where he established and now directs a research lab focusing on computer assisted language learning. Nasser Jabbari is an Assistant Professor of TESOL and Applied Linguistics at the University of Essex. His research interest lies at the interface between L2 learning and digital technologies. New Directions in Computer Assisted Language Learning Series Editors: Mark Peterson and Mariusz Kruk Understanding Emotions in English Language Learning in Virtual Worlds Mariusz Kruk and Mirosław Pawlak Digital Games in Language Learning Case Studies and Applications Edited by Mark Peterson and Nasser Jabbari Individual differences in Computer Assisted Language Learning Research Mirosław Pawlak and Mariusz Kruk DIGITAL GAMES IN LANGUAGE LEARNING Case studies and applications Edited by Mark Peterson and Nasser Jabbari First published 2023 by Routledge 4 Park Square, Milton Park, Abingdon, Oxon OX14 4RN and by Routledge 605 Third Avenue, New York, NY 10158 Routledge is an imprint of the Taylor & Francis Group, an informa business © 2023 selection and editorial matter, Mark Peterson and Nasser Jabbari; individual chapters, the contributors The right of Mark Peterson and Nasser Jabbari to be identified as the authors of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging-in-Publication Data Names: Peterson, Mark, 1965- editor. | Jabbari, Nasser, editor. Title: Digital games in language learning : case studies and applications / edited by Mark Peterson and Nasser Jabbari. Description: Abingdon, Oxon ; New York, NY : Routledge, 2023. | Series: New directions in computer assisted language learning | Includes bibliographical references and index. |Identifiers: LCCN 2022005916 (print) | LCCN 2022005917 (ebook) | ISBN 9781032145969 (hardback) | ISBN 9781032145976 (paperback) | ISBN 9781003240075 (ebook) Subjects: LCSH: Language and languages–Computer-assisted instruction. | Language and languages–Study and teaching–Foreign speakers. | Electronic games in education. | Gamification. | LCGFT: Essays. Classification: LCC P53.299 .D55 2023 (print) | LCC P53.299 (ebook) | DDC 418.0078/5–dc23/eng/20220524 LC record available at https://lccn.loc.gov/2022005916 LC ebook record available at https://lccn.loc.gov/2022005917 ISBN: 978-1-032-14596-9 (hbk) ISBN: 978-1-032-14597-6 (pbk) ISBN: 978-1-003-24007-5 (ebk) DOI: 10.4324/9781003240075 Typeset in Bembo by KnowledgeWorks Global Ltd. CONTENTS List of figures vii List of tables ix List of contributors xi Preface xv Foreword xvi Acknowledgements xvii 1 Digital games and foreign language learning: Context and future development 1 Mark Peterson and Nasser Jabbari 2 A systematic review of theory-informed design and implementation of digital game-based language learning 14 Rui Huang and Matthew Schmidt 3 Use of digital game creation tools in computer assisted language learning: A systematic literature review 35 Anke Berns and Iván Ruiz-Rube 4 A methodological framework for analyzing the language in digital games 52 Daniel H. Dixon 5 Direct qualitative assessment of language learning outcomes in digital game-based interaction: An exploratory case study 74 Michael Hofmeyr 6 Let’s play videos and L2 academic vocabulary 93 Liss Kerstin Sylvén and John Löwenadler vi Contents 7 Exploring ESL students’ perceived engagement in and experience of content vocabulary learning through virtual reality games 109 Muleyke Sahinler Albayrak, Julian Chen and P. John Williams 8 Becoming a resourceful language learner in a narrative-driven participatory game 136 Zeyu Cui, Jin Dong, Yang Liu, Michaela Nuesser, Huaiqing Zhang, Dongping Zheng and Yuanqing Zuo 9 Interaction games to boost intercultural communication in virtual worlds and video-communication: A case study 158 Kristi Jauregi-Ondarra and Silvia Canto Index 183 FIGURES 2.1 PRISMA Flowchart of the Screening Process 20 2.2 Distribution of Theories in the 65 Manuscripts across Six Meta-categories 23 3.1 Frequency of End-user Authoring Tools Used in FLL 42 3.2 Educational Level at Which End-user Authoring Tools were Used 42 3.3 Learning Goals 43 3.4 Language Content and Skills Targeted 43 3.5 Duration of Study 44 3.6 Sample Size 44 3.7 Educational Outcomes 45 4.1 Interactive Speech in the Witcher 60 4.2 Immersive Speech Instance from Divinity 61 4.3 Example of the Attribute ‘Strength’ in Divinity 64 4.4 Comparison of Quest Text Instances from Skyrim (Top) and Divinity (Bottom) 64 4.5 Example of Lore in the Witcher 65 4.6 Screenshot of a Tutorial Text Instance from the Witcher 66 4.7 Comparison of Linguistic Features Mean Frequency Difference (Cohen’s d) 68 5.1 Example Bomb Consisting of a Timer and Three Puzzle Modules on the Front Face 78 5.2 Example Keypad Module with Lambda-Like Symbol at the Bottom Left 81 5.3 Example Three-Letter Label Appearing on the Side of the Bomb 82 5.4 Example Simon Says Module with Yellow Button Flashing 83 5.5 Example Maze Module 84 6.1 Frequency Levels Represented in the Data 99 6.2 Frequency Levels K2 and AWL in the Data 99 viii Figures 7.1 Sample of Google Cardboard VR (Othree, 2014) 114 7.2 A Screenshot from InCell (Luden.io, 2017a) 115 7.3 Sample of an Exit Slip Prompt Followed by a Participant’s Response 116 8.1 Collection 1: Let’s Get Started and Introduce Yourselves 146 8.2 Collection 2: Start off the Picture Book by Introducing the Professional Roles (i.e., the Player Characters) the Participants Will Need to Pick 147 8.3 Collection 3: Introduce the Professional Community Distributed on Facebook and WeChat 147 8.4 Collection 4: Begin the Journey into Bizhuwanshang 148 8.5 Collection 5: Meet the Panda Family for Concluding the Story 148 9.1 VC Group Instructions for Task 3 163 9.2 VC Group Playing Snakes and Ladders 164 9.3 VW Group Playing Snakes and Ladders 164 9.4 VW Group Playing the Cultural Quiz 165 9.5 VC Group Playing the Escape Room 165 9.6 VW Group Playing the Treasure Hunt 166 9.7 Example 1a 175 9.8 Example 1b 176 9.9 Example 2 177 TABLES 2.1 Summary of Literature Reviews Focusing on DGBLL Since 2011 16 2.2 Literature Search Results in Ten Academic Databases 19 2.3 Coding Scheme for this Systematic Review Study 21 2.4 Sociocultural Theories and Publication Sources 23 2.5 Cognitive Theories and Publication Sources 24 2.6 Motivation Theories and Publication Sources 24 2.7 SLA, Constructivism, and Behavioural Theories Publication Sources 24 2.8 Theory-informed Design, Implementation, and Evaluation by Game Types 26 3.1 Searches Performed 39 3.2 Classification of Studies Included 41 3.A List of Studies Included 51 4.1 The Single Player Offline Corpus (SPOC) Word and Text Counts 56 4.2 Features of Conversation Included in Analysis 57 4.3 Spoken Game Registers: Interactive Speech and Immersive Speech 59 4.4 Written Game Registers: Character and Quest Text 62 4.5 Written Game Registers: Lore and Tutorial Text 63 4.6 SPOC Word and Text Counts per Register Category 67 4.7 Features of Conversation Mean Frequencies per 1,000 Words 67 4.8 Linguistic Features Mean Frequency Differences and Standard Deviations (Cohen’s d) 69 5.1 Summary of Probable Acquisition Episodes (PAEs) Involving the Acquisition of Vocabulary 80 5.2 Summary of Probable Acquisition Episodes (PAEs) Involving the Acquisition of Grammatical Structures 81 7.1 Summary of Participants’ Demographic Information 113 7.2 Summary of VR Games and Relevant Subject Areas 114 7.3 Summary of Data Collection Procedure 115 7.4 ESL Learners’ Overall Perceptions and Effects of Headset-Enabled VR Games on Vocabulary Acquisition 118

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