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David Berry
Kyung Hee University
INTRODUCTION
Thus, this study attempts to answer these research questions dealing with the use of
computer games in the language learning classroom:
(1) How effective is playing a mobile-based online video game on speaking and
listening skills?
(2) What are the reasons students’ want video games in the classroom?
(3) What design and features of a video game do students’ perceive as most effective
for language learning?
LITERATURE REVIEW
Juul used these concepts and applied them to computer games (Juul 2005). He added
other concepts to a game when he defined a computer game. Games have variable and
quantifiable outcomes that depend on the actions of the player. The different outcomes
are assigned different numerical value. Related to this is the concept that games require
players to exert effort to influence the outcome. Without effort, the player will lose the
game being played. Also, players of a computer game feel emotionally invested or
attached to the outcome of playing the game.
DGBL has been defined as using computer games to deliver educational content that
leads to the learning of skills, knowledge, or aptitude (Prenksy, 2012).
Many advantages have been cited for using computer games in the classroom. One such
benefit is that the gaming contexts create a rich venue that can aid in delivering language
learning (Belz and Reinhardt, 2004). A game can do this by generating a digitally-
created scenario or gameplay with many stimulating and rich features (e.g., color, sound,
graphics). Also, the gameplay or scenarios can encourage stimulating interaction
between players or non-player characters. in a computer game or a computer game that
has a means for players to communicate. A second benefit is that DGBL provides
opportunities for real and meaningful communication and interaction (Thorne, Black, &
Sykes, 2009; Peterson, 2012). These kinds of opportunities are reflect an important
principle in communicative language teaching. They enhance the learners’ language
learning and motivates her to continue in the learning experience. A third benefit is that
DGBL can bridge the gap between the classroom and the real world (Reinhardt and
Sykes, 2014). This is another important principle of communicative language teaching.
A fourth benefit is that DGBL gives opportunities to learners to the diversity and
complexity of written and spoken discourse (Thorne, Fischer, and Lu, 2012). Their
study dealt with the complex texts that players of World of Warcraft encounter. World of
Warcraft is a massive multiplayer online role playing games (MMORPG) where players
need to interact via text to win the game.
The aforementioned MMORPG is one kind of computer game is attracting more interest
due to its perceived benefits in language learning (Peterson, 2010). A MMORPG is a
network-based digital game that connects many players who play the game
simultaneously. MMORPGs provide highly learner centred interaction that contributes to
language learning (Peterson, 2011). This study showed that MMORPG afforded to
students who played the game many controls and opportunities for authentic interaction
with native speakers. Other studies showed how language learning with the aid of
MMORPG greatly benefited the students’ language learning (Suh, Kim, & Kim, 2010;
Franciosi, 2017).
There are many reasons to study DGBL or DGBLL. These reasons do differ depending
on the type of computer game being employed for language learning. One such computer
game that is growing in prominence in the research literature is MMORPG (massive
multiplayer online role-playing game). This is one genre of computer game that
potentially could have thousands or even millions of players playing the same game from
all over the world. One feature of MMORPGs is the necessity for players to
communicate with one another to play the game well. Since English is the global lingua
franca, much of this communication is done in English. Players need to communicate in
English (i.e., the target language). One reason or benefit for the use of this kind of game
in language learning is the goal-directed use of the target language interaction (Thorne,
Black, and Sykes, 2009). In other words, players must communicate and interact with
each other during their gameplay. Their communication is goal-directed where the goal
is accomplishing a game-related task by meaningfully interacting together. The players
are engaged in accomplishing the immediate task so they are engaged in interacting in the
target language. This means that playing MMORPGs provides players with many
opportunities for engaging, goal-directed, and meaningful target language use. A second
benefit is that players participate in social interaction in the target language. This social
interaction encourages players to feel more comfortable in communicating in the target
language. The last benefit of playing MMORPGs is that they encourage peers (or
players) to assist and instruct one another. The benefits of peer feedback and interaction
are many. Other benefits include players are gradually socialized into the target language
norms of gameplay.
All these benefits can be justified with the language socialization theory. This theory of
language learning falls under the umbrella of sociolinguistic theories of language learning
(Tarone, 2007). This theory of language socializations can be traced back to Firth and
Wagner’s seminal article in 1997 on the subject (Firth and Wagner, 1997). They felt that
socialization played a larger role in the learning of a language. The rationale for a
student playing MMORPG for the purposes of language learning is clearly related to this
language socialization theory.
There are certain areas of DGBL and computer game use for language learning where
research studies are under-represented. One such area is the impact of computer game
play on the speaking and listening comprehension skill of language learning (Hwang,
Shih, Ma, Shadiev, and Chen, 2016). There is an abundant supply of research studies on
student perception, motivation and attitude to computer game use in language learning
e.g., Bourgonjon, Valcke, Soetaert & Schellens, 2010). There are also many studies on
the impact on learning vocabulary and the skills of reading and writing (e.g., Tsai and
Tsai, 2018).
Another area that lacks many DGBL studies with participants who are beginning
language learners (i.e., beginners). Many studies deal with participants with an
intermediate or advanced proficiency.
Language learning can be delineated as possessing four language skills: reading,
writing, listening, and speaking. While there are studies on DGBL and reading &
writing, there are even less studies on DGBL and speaking and listening. There may be
factors for this but these two last skills are equally important as the former two and
deserve more attention. Listening is important because it, according to Krashen in his
1985 comprehensible input theory, the aural reception of language is crucial to help the
learner learn the language. According to this theory, language learning cannot happen
without listening. Later research described the context-based features impact of the
process of listening (Rubin, 1994) and how students can improve their listening skills by
being taught certain listening strategies (Mendelsohn, 1998).
Speaking is the corresponding skill with listening. They are mutually beneficial skills.
Speaking was considered necessary and important by Krashen but not as much as
listening. Later researchers thought that comprehensible output was just as important as
comprehensible input (Pica, Holliday, Lewis, and Morgenthaler, 1989). The
communicative approach and communicative language teaching both put tremendous
importance on speaking (and listening) as a way to have meaningful communications
between people – preferably in the real world (Brumfit and Johnson, 1979).
In spite of this reported reluctance of some students to use computer games for learning
purposes, many studies have reported positive attitudes from students towards using
computer games in the classroom. Many studies have identified students’ positive
attitudes through conducting student surveys or interviews (Bourgonjon, Valcke,
Soetaert, and Schellens, 2010). These surveys and interviews ask students about their
attitude to using computer games in the classroom. In addition, students’ displayed
different kinds of positive attitudes towards classroom computer use. One such attitude is
about the perceived usefulness of classroom computer use for learning purposes. A study
shows students perceived this kind of computer use as having a number of advantages
(Bourgonjon, et.al., 2010). The first benefit that students reported is the ease of use.
Computer games were considered easy to use. Also, students have shown that they think
the computer is appropriate for learning language in the classroom.
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