Blending Video Games Into Language Learning

Research output: Contribution to journalArticle

14 Downloads (Pure)

Abstract

Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also ‘gamers', and that a language learner may play a video game to learn English. This article focuses on the language learning affordances in offline video games. General game-based learning principles identified by Gee are used as the method to identify and classify the learning affordances in a selection of video games. These learning principles are explained and then used to detail general learning opportunities inherent in a variety of video games. It suggests that language learning opportunities on video-games are too varied and that the scaffolding guidance of a teacher might be needed. It concludes by proposing that contextualized live video-game-like immersive experiences could also be conducive to language learning.
Original languageEnglish
Article number6
Pages (from-to)75-89
Number of pages15
JournalInternational Journal of Computer-Assisted Language Learning and Teaching (IJCALLT)
Volume7
Issue number4
DOIs
Publication statusPublished - 1 Dec 2017

Fingerprint

computer game
language
learning
English language
teacher
experience

Keywords

  • Blended-Learning
  • English
  • Gamification
  • Language learning
  • Video Games

Cite this

Blending Video Games Into Language Learning. / Brick, Billy.

In: International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT), Vol. 7, No. 4, 6, 01.12.2017, p. 75-89.

Research output: Contribution to journalArticle

@article{664ccfd348764ec7af0b966d8d1a661d,
title = "Blending Video Games Into Language Learning",
abstract = "Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also ‘gamers', and that a language learner may play a video game to learn English. This article focuses on the language learning affordances in offline video games. General game-based learning principles identified by Gee are used as the method to identify and classify the learning affordances in a selection of video games. These learning principles are explained and then used to detail general learning opportunities inherent in a variety of video games. It suggests that language learning opportunities on video-games are too varied and that the scaffolding guidance of a teacher might be needed. It concludes by proposing that contextualized live video-game-like immersive experiences could also be conducive to language learning.",
keywords = "Blended-Learning, English, Gamification, Language learning, Video Games",
author = "Billy Brick",
year = "2017",
month = "12",
day = "1",
doi = "10.4018/IJCALLT.2017100106",
language = "English",
volume = "7",
pages = "75--89",
journal = "International Journal of Computer-Assisted Language Learning and Teaching",
issn = "2155-7098",
publisher = "IGI Global",
number = "4",

}

TY - JOUR

T1 - Blending Video Games Into Language Learning

AU - Brick, Billy

PY - 2017/12/1

Y1 - 2017/12/1

N2 - Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also ‘gamers', and that a language learner may play a video game to learn English. This article focuses on the language learning affordances in offline video games. General game-based learning principles identified by Gee are used as the method to identify and classify the learning affordances in a selection of video games. These learning principles are explained and then used to detail general learning opportunities inherent in a variety of video games. It suggests that language learning opportunities on video-games are too varied and that the scaffolding guidance of a teacher might be needed. It concludes by proposing that contextualized live video-game-like immersive experiences could also be conducive to language learning.

AB - Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also ‘gamers', and that a language learner may play a video game to learn English. This article focuses on the language learning affordances in offline video games. General game-based learning principles identified by Gee are used as the method to identify and classify the learning affordances in a selection of video games. These learning principles are explained and then used to detail general learning opportunities inherent in a variety of video games. It suggests that language learning opportunities on video-games are too varied and that the scaffolding guidance of a teacher might be needed. It concludes by proposing that contextualized live video-game-like immersive experiences could also be conducive to language learning.

KW - Blended-Learning

KW - English

KW - Gamification

KW - Language learning

KW - Video Games

U2 - 10.4018/IJCALLT.2017100106

DO - 10.4018/IJCALLT.2017100106

M3 - Article

VL - 7

SP - 75

EP - 89

JO - International Journal of Computer-Assisted Language Learning and Teaching

JF - International Journal of Computer-Assisted Language Learning and Teaching

SN - 2155-7098

IS - 4

M1 - 6

ER -