Professional Documents
Culture Documents
Digital Games in Language Learning - Case Studies and Applications
Digital Games in Language Learning - Case Studies and Applications
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
Index 183
FIGURES
Muleyke Sahinler Albayrak received her B.S. degree in English language teaching from Gazi
University, Turkey and her M.S. degree in educational technologies from Fatih University,
Turkey. She is a PhD candidate in the School of Education at Curtin University, Western
Australia. Her current research is concerned with utilizing headset enabled 3D virtual reality
games to teach content-based vocabulary to ESL learners. She has worked as a project coordinator
at Fatih University IT Academy, Turkey, aiming to develop gifted students’ coding skills.
Anke Berns currently holds a position as a Senior Lecturer of German at the University of
Cadiz, receiving her PhD in 2002. Her research focuses on the use of emerging technologies in
the teaching and learning of foreign languages. Anke is particularly interested in design-based
research, learner motivation, and learner needs. She has collaborated on several EU-funded
projects and has made numerous contributions to peer-reviewed journals and conferences.
Silvia Canto is a Lecturer of Spanish at Utrecht University. Her research activity focuses on task
design for virtual exchanges (virtual worlds, videoconferencing, and immersive virtual reality)
and the added value these practices represent to encourage intercultural communication in the
language curricula. She has collaborated on European research projects that integrate virtual
exchanges in blended language programmes. A list of publications with the results of her research
can be found at the following URL: https://www.uu.nl/staff/SCanto/Research%20output
Julian Chen is a Senior Lecturer of Applied Linguistics/TESOL and the Course Coordinator of
Asian Languages at the School of Education, Curtin University. His research involves technology-
enhanced language learning, task-based language teaching, 3D virtual learning, netnography,
and action research. His work has appeared in multiple flagship journals such as Modern
Language Journal, TESOL Quarterly, Language Teaching Research, System, Computers & Education,
ReCALL, and Computer-assisted Language Learning. He is currently the Book Review Editor
of the Australian Review of Applied Linguistics Journal, and Editor of the timely volume, Emergency
Remote Teaching and Beyond: Voices from World Language Teachers and Researchers (Springer).
Zeyu Cui received his B.S. degree in Geographic Information Science from Northeast Forestry
University, Harbin, China in 2019. He is currently working on his master’s degree at the Institute
xii List of Contributors
of Forest Resources Information Techniques, Chinese Academy of Forestry, Beijing, China. His
major research interest is utilizing 3-D simulation in forestry.
Daniel H. Dixon is an Assistant Professor at Georgia State University. His research focuses
on Computer Assisted Language Learning (CALL) and, in particular, Digital Game-based
Language Learning (DGBLL). Before coming to NAU in 2018, he spent four years teaching
at the University of Utah Asia Campus which opened in 2014 in Songdo, South Korea. Before
moving to South Korea, he spent most of 2014 teaching in Cuiabá in the State of Mato Grosso
in Brazil working as a Fulbright English Teaching Assistantship. He received his MA in Applied
Linguistics at the University of Utah in Salt Lake City in 2014.
Jin Dong is a PhD candidate in the Department of East Asian Languages and Literatures at
the University of Hawai’i at Mānoa. She received her Master’s degree in Second Language
Acquisition from Beijing Language and Culture University. Her research interests include (trans)
languaging, Distributed Language, Ecolinguistics, Virtual World/Reality, and Game-Assisted
Language Learning.
Rui Huang is a doctoral candidate with a major in Educational Technology in the School of
Teaching and Learning and minor in Computer Science with a focus on Human-Centered
Computing at the University of Florida. She holds a M.Ed in Curriculum and Instruction with a
focus on Learning Technology from University of Minnesota. Her primary research focuses on
the design, development, implementation, and assessment of immersive learning environments
for second language learners and vulnerable populations. She serves as the Editorial Assistant
for the Journal of Research on Technology in Education (an ISTE flagship journal).
Yang Liu received her B.S. degree in digital media technology from Harbin Normal University,
Harbin, China in 2017. She is currently working on her Ph.D. degree at the Institute of Forest
Resources Information Techniques, Chinese Academy of Forestry, Beijing, China. Her major
research interests include utilizing satellite and ground-based sensors for wetland resource
monitoring.
Michaela Nuesser is a Ph.D. student at the University of Hawai’i at Mānoa’s Second Language
Studies Department. Going through teacher education in Germany, she received a Master of
Education in German and English from RWTH Aachen University and then a Master of Arts
in German from the University of Alabama, both in 2019. Her interests are Ecolinguistics,
Distributed Language, Psycholinguistics, and Virtual Reality use in Language Teaching. She is
part of the RIDLLE group that designs distributed language learning environments.
Iván Ruiz-Rube is an Assistant Professor at the University of Cadiz. He received his master’s
degree in software engineering and technology from the University of Seville in 2010 and his
PhD from the University of Cadiz in 2013. His fields of research are technology-enhanced
learning and software process improvement. He has published several papers in these fields.
Previously, he has worked as a software engineer for consulting companies such as Everis Spain
S.L. and Sadiel S.A.
Matthew Schmidt, Ph.D., is Associate Professor at the University of Florida (UF) in the
Educational Technology program, faculty in the Institute for Advanced Learning Technologies,
and director of the Advanced Learning Technologies Studio. His primary research interest
centers around design and development of innovative educational courseware and computer
software with a particular focus on individuals with disabilities and their families/caregivers. His
secondary research interests include immersive learning and learning experience design.
published in, among others, CALICO Journal, the International Journal of Bilingual Education
and Bilingualism, Journal of Immersion and Content-Based Education, Studies in Second
Language Learning and Teaching, and ReCALL.
P. John Williams is a Professor of Education and the Director of Graduate Research in the School
of Education at Curtin University in Perth, Western Australia, where he teaches and supervises
research students in STEM and technology education. Apart from Australia, he has worked and
studied in a number of African and Indian Ocean countries and in New Zealand and the United
States. His current research interests include STEM, mentoring beginning teachers, PCK
and electronic assessment of performance. He regularly presents at international and national
conferences, consults on Technology Education in a number of countries, and is a longstanding
member of eight professional associations. He is the series editor of the Springer Contemporary
Issues in Technology Education and is on the editorial board of six professional journals. He has
authored or contributed to over 250 publications, and has been elected to the International
Technology and Engineering Education Association’s Academy of Fellows for prominence in
the profession.
Huaiqing Zhang received his M.S. and Ph.D. degrees in forest management from the Chinese
Academy of Forestry (CAF), Beijing, China in 1998 and 2001, respectively. He is currently
a Professor, Chief Expert on visualization and simulation, and Director of the Department
of Visualization Simulation and Monitoring at the Institute of Forest Resources Information
Techniques, Chinese Academy of Forestry in Beijing, China. His major research interests
include forest visualization and simulation techniques, and monitoring of wetland resources
using satellite and ground-based sensors.
Yuanqing Zuo received his B.S. degree in geographic information science from Wuhan
University of technology, Wuhan, China in 2019. He is currently working on his master’s degree
at the Institute of Forest Resources Information Techniques, Chinese Academy of Forestry,
Beijing, China. His major research interests include visual simulation in forestry.
PREFACE
As digital gaming continues to expand its reach across the globe, educators are increasingly
turning their attention to harnessing its potential for learning. Educators in the field of foreign
language education are in the forefront of this development. An examination of the current lit-
erature reveals a significant increase in the work in this field in recent years. However, although
this trend is to be welcomed, it is also evident that research is still limited in scope. In fact, there
are many aspects of the application of digital games in foreign language learning that remain
under-researched. It is in this context that this volume was first proposed. As the field expands,
it is clear that there is a pressing need for more book-length publications that bring together
reviews and other types of evaluative research that can provide guidance in both the concep-
tualization and implementation of future studies. Moreover, there is also a need for case studies
and other types of work that will provide a window into contemporary applications of digital
games in learner-based research. Although the editors are aware that no one volume can com-
pletely capture the diverse nature of work in this area, it is their hope that this publication can
contribute to beneficial and systematic development in the field.
This edited volume incorporates work from a multinational group of researchers working in
a variety of contexts and as such, it offers new and significant insights into the nature of contem-
porary research. Furthermore, the range of studies examined in this volume offers practitioners
the opportunity to access a rich source of both findings on and innovative approaches to the
application of digital games in language learning. Looking to the future, it is the editors’ view
that the collection of studies in this volume will act as a valuable resource to educators, research-
ers and students, as they embark on research in this dynamic and exciting field of endeavor.
FOREWORD
The desire to play is a fundamental characteristic of all human beings. The homo ludens in each
of us provides a powerful motivation to engage in games and gaming, now framed for the lan-
guage learner within a digital world. With this in mind, using gaming to stimulate L2 learning
has been one of the most promising nascent areas of research and application in L2 studies. As
such, the present publication – Digital games in language learning and teaching: case studies and appli-
cations, edited by Mark Peterson and Nasser Jabbari – is a welcome addition that brings language
practitioners up to date on gaming for L2 development.
This nine-chapter book covers a broad range of issues with an eye to tackling head-on two
problems that have plagued the field of language gaming from the start: (1) The lack of a learning
theory that could frame or underpin both game design and implementation, and (2) the scant evi-
dence of linguistic gains specifically attributed to the gaming activities themselves. (In all fairness,
tracking linguistic progress remains a thorny issue for all L2 studies.). In Chapter 2, the authors
analyze a representative sampling of gaming articles to show that only about a third of them make
explicit reference to a learning theory, with the sociocultural approach being the most popular and,
more likely than not, mostly applied to design issues. References to other prominent L2 theories
and issues of implementation are scarce. By drawing attention to this situation, this publication
renders a decided service to the field, a vox clamantis, as it were to other researchers.
Other chapters reveal the latest trends in game creation tools, enabled VR, gamified digital
books, YouTube-based game videos, and intercultural game-based learning. Chapter 4 deserves
special mention, too, as it provides a conversation analysis approach based on communicative
situations. As most of the linguistic evidence cited in the gaming literature deals with lexical
progress, an in-depth look at which conversational situations are dealt with in certain games is
of great interest. One hopes that other topics in syntax and formulaic language will also become
familiar themes for future gaming research.
As with all technology, the digital infrastructure of the digital gaming world is changing at a
frightening pace, which is why this book makes such a felicitous mark and, no doubt, it will be
much appreciated by the L2 field.
Robert Blake
Professor Emeritus
University of California Davis
ACKNOWLEDGEMENTS
The editors would like to express their gratitude to the following reviewers who made an invaluable
contribution to the production of this volume:
1.1 Introduction
The spread of digital gaming as a global phenomenon continues to accelerate. As is emphasized
in the literature, the gaming industry is expanding at an unprecedented rate, and its influence
is increasingly felt not only in youth culture but also in the social, economic, and educational
realms (Reinhardt & Sykes, 2014). In the sphere of education, digital games in their many man-
ifestations are being increasingly deployed as a means to facilitate learning across a wide range
of domains (Connolly et al., 2012). Influenced by this trend, in the field of CALL, researchers
have highlighted the opportunities for language learning provided by digital games (Reinhardt
& Sykes, 2012). These include extensive exposure to target language (TL) input, meaningful,
challenging and motivating interaction involving languaging, problem solving, and participa-
tion in diverse and multinational game-focused online communities (Peterson, 2013). In this
context, educators have explored the potential of a variety of digital games for language learning
in a diverse and growing body of work. This effort incorporates two main approaches. One
strand of research involves the implementation of learner-based studies that adopt qualitative,
quantitative, and mixed methods. Moreover, in an effort to better comprehend this complex
phenomenon, researchers have also produced increasing numbers of reviews, meta-analyses,
and theoretically informed position papers that draw on developments in contemporary second
language acquisition (SLA) research. The emergence of this body of research in a relatively short
period of time is testament to the growing interest in, and influence of, work in this area on the
wider CALL research community.
As research in all its forms continues to expand, there is a need for publications that provide
a window into developments in contemporary work and pedagogy, involving both the theory
and application of contemporary digital games in second and foreign language learning. In this
context, the current volume aims, in part, to enhance understanding of this promising field.
Although no single publication can fully incorporate the broad range of work currently being
undertaken, it is the authors’ hope that this volume may assist in this important task. In addition,
this publication is further designed to provide insights that may, going forward, support innova-
tive and principled development in the future. The discussion in the following section focuses on
providing an overview of the studies incorporated in this edited volume and will also examine
some of their significant findings.
DOI: 10.4324/9781003240075-1
2 Mark Peterson and Nasser Jabbari
claims regarding learning outcomes to specific genres. This may be problematic, as is noted
in the literature, there can be considerable variation in game mechanics and features within
specific game genres (Reinhardt, 2021). The fourth chapter by Daniel Dixon A Methodological
Framework for Analyzing the Language in Digital Games addresses this issue. In an attempt to better
understand the specific linguistic environments presented by one class of digital game, namely,
single-player role-playing games the author draws on two sources. Reinhardt’s (2019) design
informed approach to research in DGBLL and also the model of register analysis proposed by
Biber and Conrad (2019). These approaches are incorporated into a comprehensive framework
designed to facilitate the description, categorization, and analysis of the TL found in digital
games. Analyzing the TL from four games of the above genre that share similar designs and
mechanics, the author identifies six unique register categories specific to these games including
two spoken and four written registers. This chapter concludes by noting the potential of this
approach in identifying the specific nature of the linguistic input learners receive in different
types of digital game. Moreover, the author further highlights the possibilities presented to
evaluate the effectiveness of particular digital games for language learning and also the potential
for enhancing the credibility of the generalizations made regarding the benefits of participating
in DGBLL.
One of the hypothesized benefits of utilizing digital games lies in the opportunities they
may provide for learners to engage in authentic, meaningful, and goal-directed interaction in
the TL (Pasfield-Neofitou, 2014). As noted in the literature, many well-designed digital games
incorporate these features that are a major element in task-based approaches to language learn-
ing that seek to facilitate language development (Reinhardt & Thorne, 2020). The fifth chapter
in this volume Direct Qualitative Assessment of Language Learning Outcomes in Digital Game-Based
Interaction: An Exploratory Case Study by Michael Hofmeyr, reports on research that investigated
the use of the cooperative puzzle game, Keep Talking and Nobody Explodes by a group of EFL
learners based at a university in Japan. In this research, the learners were required to cooperate
in completing meaning-focused information gap tasks embedded in the game, such as, sharing
information in the TL to defuse a simulated bomb before the timer reaches zero. The researcher
focused on analyzing the TL output produced by the participants over four game sessions that
were conducted over a one-month period. Discourse analysis of the data revealed that the above
game’s particular information gap format elicited the production of authentic and meaning-fo-
cused TL output. Data further showed preliminary evidence suggesting that participation in
the research appeared to facilitate L2 vocabulary learning and grammatical knowledge. The
researcher argues that the promising findings of this study highlight the potential of this type of
game and draw attention to the need for further research.
A noteworthy strand of research on the use of digital games in foreign language education
concerns the investigation of the informal online communities and interactive media associated
with many of these games (Ryu, 2013). Researchers have drawn attention to the potential of
game-focused communities, networks, and spaces that frequently operate outside the confines
of traditional educational institutions (Reinhardt & Thorne, 2016). It is claimed that in these
environments, users are not only exposed to TL rich contexts but are also provided with oppor-
tunities to engage in authentic TL use and to experience language socialization (Thorne et al.,
2009). Due to these conditions, researchers assert that many online game-related communi-
ties provide access to contexts that may be conducive to aspects of second language learning
(Vazquez-Calvo et al., 2019). Anecdotal evidence suggests that game-related online media and
communities are very popular with players (SuperData, 2020) and given the global reach of dig-
ital gaming, it is reasonable to assume a considerable number of language learners participating
in these online ecologies. However, research in this area is still in its infancy, and to date, few
4 Mark Peterson and Nasser Jabbari
learner-based studies have been implemented that investigate the potential of exposure to partici-
pation in these highly diverse internet-based online groups in language learning. The sixth chapter
in this volume entitled, Let’s Play Videos and L2 Academic Vocabulary, by Liss Kerstin Sylvén and
John Löwenadler, explores one aspect of this intriguing phenomenon, namely, web-based video
game playthroughs. In order to explore the potential of these media, the authors utilized mixed
methods to analyze the nature of TL produced by three of the most popular content creators in the
well-known playthrough YouTube channel, Let’s Play (https://www.youtube.com/user/LetsPlay).
Data analysis revealed that Let’s Play provides extensive exposure to TL of both an academic
and colloquial nature. Findings further suggest that the genre offers contextual, text, visual, and
explanatory support providing plentiful opportunities for vocabulary learning. The researchers
concluded that the promising findings of their preliminary research indicate that further empirical
work is needed in order to confirm the benefits of learner exposure to game playthroughs.
Immersive virtual reality technologies have long been of interest to CALL practitioners (Sadler
& Dooly, 2013; Schwienhorst, 2002). Research work in this area has primarily focused on the
investigation of desktop 3D virtual worlds such as the well-known Active Worlds and Second Life
(Lan et al., 2016; Toyoda & Harrison, 2002). Although not conclusive, research studies involving
diverse learner groups and conducted in a variety of contexts have produced findings indicating
that these technologies may be employed to the benefit of language learners (Peterson et al.,
2019). However, research that explores the use of digital games in combination with immersive
virtual reality technologies in learner-based projects is limited. The seventh chapter in this vol-
ume, Exploring ESL Students’ Perceived Engagement in and Experience of Content Vocabulary Learning
Through Virtual Reality Games by Muleyke Sahinler Albayrak, Julian Chen, and P. John Williams,
adds to the literature in this area. In this exploratory case study, the authors implemented a suite
of digital games, focusing on a variety of content areas using a Google headset at a school in
Australia. Participant feedback data indicated that playing the VR-based games was enjoyable,
and the immersion provided enhanced engagement with the content and motivation to learn.
Although technical factors were highlighted as limitations, the learners further claimed that play-
ing the games enabled them to acquire and retain significant amounts of content-based vocabulary.
As was noted at an earlier stage of this discussion, research on aspects of contemporary
DGBLL is expanding. However, there are many areas that remain under-researched (Peterson
et al., 2020). One area of promise where there is limited research at present concerns the imple-
mentation of digital games in combination with websites and social media to create distributed
online learning environments (Cui et al., 2021). In the eighth chapter of this volume entitled
Becoming a Resourceful Language Learner in a Narrative-Driven Participatory Game by Zeyu Cui, Jin
Dong, Yang Liu, Michaela Nuesser, Huaiqing Zhang, Dongping Zheng and Yuanqing Zuo
report on the findings of a pilot study that investigated the above area. In this exploratory mixed
methods research, the researchers implemented an original bilingual interactive digital book
(Bizhuwanshang) that incorporates game features and a theme that is set in China (environ-
mental degradation). This digital book was implemented in combination with relevant websites,
videoconferencing (Zoom), and social media (Facebook and Web Chat) to investigate relational
dynamics between learners. The participants were Chinese EFL learners based at a university in
the Pacific. The researchers found that the interactive narrative-driven features of the game and
use of the online communication resources elicited the use of the TL as a resource and mediating
tool. Moreover, the analysis further revealed that the affordances provided fostered participation,
translanguaging, role play, linguistic embodiment, and cross-cultural collaboration.
One significant area of research on the application of digital games in CALL concerns the role
of effective factors. Studies have been undertaken that examine areas such as learner beliefs, anx-
iety, willingness to communicate and motivation (Peterson et al., 2020). An examination of the
Digital Games and Foreign Language Learning 5
research carried out to date shows that although the majority of studies are small scale in nature
and scope, they suggest that participation in gameplay involving a variety of game genres elicits
positive learner feedback in the above areas (Lee, 2019; Liu & Chu, 2010; Reinders & Wattana,
2015). However, few studies have attempted to explore these affective variables in the context
of large-scale projects that combine the use of digital games with online communication tools
and that are intercultural in nature. The ninth chapter in this volume entitled Interaction Games
to Boost Intercultural Communication in Virtual Worlds and Video-Communication: A Case Study by
Kristi Jauregi-Ondarra and Silvia Canto attempts to fill this gap in the literature by examining
the application of three games in the above context. This large-scale research involved a total of
80 learners of Spanish based in two universities in the Netherlands and United Kingdom. The
researchers utilized mixed methods including analysis of recordings of learner gameplay, dairies,
and semi-structured interviews. The findings of this project indicate that participation elicited
positive learner feedback indicating that motivation and engagement were enhanced by playing
digital games in a multimodal intercultural communication context.
attracted considerable attention, as research to date has shown that participation in DGBLL involving
commercial role-playing and simulation games has produced broadly positive findings in regard
to these areas. However, in addition to these areas, as research continues to expand, there is a need
for more work that investigates other aspects of L2 learning with digital games. At present, work
in this area is limited. In this context, learner-based studies focusing on the role of gaming in the
development of the four skills would represent a welcome addition to the research base. Moreover,
work focusing on the role of participation in digital gaming on pragmatic and syntactic development
would also enrich our understanding of how language development may be facilitated. Furthermore,
as contributions to this volume show, the impact of gaming on learners’ intercultural knowledge and
skills represents another promising area for investigation in future research projects.
A noteworthy aspect of contemporary research is that the majority of studies focus on two par-
ticular game genres, namely, simulation and role-playing games. Although research involving these
games has produced some positive findings, studies have also produced evidence indicating that
other game genres are also worthy of investigation. Recent technological advances have witnessed
the emergence of a new generation of virtual reality-based games and tools that offer a higher degree
of player immersion than is possible with conventional desktop environments (Godwin-Jones, 2016).
In an example of this approach, researchers have implemented location-based augmented reality
games in a number of exploratory learner-based studies. The promising reported results suggest that
these games, if implemented carefully, and in consideration of learner needs, may provide access to
conditions in which learning can occur (Sydorenko et al., 2019; Zheng et al., 2018). These encour-
aging findings suggest that additional work involving this type of game is justified. A further applica-
tion of recent VR technologies with potential in future research concerns the use of head mounded
VR headsets such as Oculus Rift in gaming. Although work in this area is preliminary in nature,
studies have produced evidence indicating that immersion and engagement are supported by the
technology. There is also evidence that vocabulary learning, enjoyment, and intercultural knowl-
edge can be enhanced by the use of this technology (Cheng et al., 2017; Lai & Chen, 2021).
1.3.3 Methodology
In a related area, the findings reported in this volume draw attention to the important role
that developments in methodology play in advancing research. Early work on DGBLL tended
to reflect the quantitative research paradigms that predominated at the time (Peterson, 2013).
However, as studies in this volume demonstrate, the expansion of SLA research that incorpo-
rates qualitative approaches to data analysis has increasingly influenced contemporary work in
DGBLL. The learner-focused studies in this volume mirror this trend. As these studies show,
researchers are increasingly employing innovative qualitative research approaches and the use
of mixed methods in an effort to better understand the complex nature of learning with digital
games. In the authors’ view, this trend represents a positive development as it provides a wel-
come means to broaden the research base. Although it should be acknowledged that work in this
area presents a number of challenges relating to, for example, data collection and observation
(Reinders, 2017), it is also significant in that it offers the prospect of obtaining potentially valu-
able insights into the nature of language learning with digital games.
1.3.4 Evaluation
A further area that will likely be of interest in future research concerns the evaluation of primary
studies. Reflecting an influential trend in SLA research in recent years, CALL researchers have
increasingly carried out review and analysis work (Boulton, 2015). Reviews, research synthesis,
Digital Games and Foreign Language Learning 7
and meta-analysis studies have been carried out into learning outcomes in expanding areas of
CALL research with relevance to DGBL including computer-mediated communication (Lin,
2014; Sauro, 2011) and virtual worlds (Peterson et al., 2019). As has been observed in this vol-
ume, an increasing number of studies have also analyzed the results of learner-based DGBLL
research. Although subject to limitations, this body of work has reported broadly positive results
across studies (Thompson & von Gillern, 2020; Tsai & Tsai, 2018). In terms of evaluation, the
pursuit of further meta-analysis studies into the application of specific game genres in DGBLL
offers the prospect of providing potentially valuable insights into effectiveness. Moreover, as
work continues to advance, there remains a need for the pursuit of not only meta-analysis but
also a wide range of rigorous evaluative work including narrative reviews and research synthesis.
Research of this nature will play an important role in raising awareness of significant issues in
the field, drawing attention to areas with potential for future investigation.
1.3.5 Replication
Replication is another avenue of research on DGBLL that would appear to be ripe for inves-
tigation in future work. The need for more replication studies is a long-running theme in the
CALL literature (Bikowski & Schulze, 2015; Porte, 2013). The considerable constraints facing
researchers in the educational sciences dictate that exact replication is, in most cases, not feasible
(Chun, 2012). Nonetheless, possibilities exist to conduct conceptual replication studies relating
to many areas of CALL. In the context of DGBLL research, a number of small-scale conceptual
replication studies have been reported involving the use of role-playing and simulation games.
This research has reported some positive findings related to the areas of vocabulary learning and
the role of affective influences on language development such as willingness to communicate
(Ranalli, 2008; Reinders & Wattana, 2015). In an effort to enhance the validity and generaliz-
ability of research and facilitate systematic development of the field, the conduct of additional
conceptional replication studies in these and other areas appears to be warranted.
1.4 Conclusions
The contributions to this volume reflect broader developments in the field of CALL and at the
same time highlight some of the strengths of current research on the use of digital games. As
research continues to expand, it appears likely that theoretically informed studies and replication
work will become increasingly influential in shaping the future research agenda in this area. In
this context, the increase in analysis and evaluative work offers potentially valuable insights that
may positively inform many aspects of future work. Moreover, the growing use of case stud-
ies and other forms of qualitative research methodologies will contribute to supplying deeper
insights into the nature of individual language development in and around games. At the same
time, the findings reported in this volume draw attention to gaps and limitations in the current
research base. The majority of current studies have focused on the activities of small groups of
intermediate and advanced level EFL learners located in universities. As research efforts continue,
it will become increasingly important to overcome the many challenges of conducting work in
this area and broaden the research base to include additional large-scale longitudinal projects
that involve more diverse theoretical approaches, learner groups, and contexts. As a great deal of
recent work has focused primarily on role-playing and simulation games, there is clearly scope
for more research that investigates the potential of other game genres. Moreover, as gaming
in informal contexts continues to rapidly expand further research conducted in out-of-school
10 Mark Peterson and Nasser Jabbari
contexts will enhance understanding of this phenomenon. As noted at a previous stage of this
discussion, current work remains limited in scope and is heavily focused on certain areas such
as vocabulary acquisition and learner attitudes leaving other areas of potential interest under-
researched. However, in the authors’ view, studies that involve other areas of investigation such
as curricular integration, game creation, and teacher roles will likely prove valuable in both
broadening and deepening understanding of the nature of language learning with digital games.
References
Bax, S. (2003). CALL-past, present and future. System, 31(1), 13–28. https://doi.org/10.1016/S0346-
251X(02)00071-4
Biber, D., & Conrad, S. (2019). Register, genre, and style. Cambridge University Press. https://doi.org/10.1017/
9781108686136
Bikowski, D., & Schulze, M. (2015). Replication and evaluation in CALL. CALICO Journal, 32(2), i–v.
https://doi.org/10.1558/cj.v32i2.26981
Boulton, A. (2015). From research to research thesis in CALL. In F. Helm, L. Bradley, M. Guarda,
& S. Thouesny (Eds.), Critical CALL- Proceedings of the 2015 EUROCALL conference, Padova, Italy
(pp. 84–90). Research-publishing.net. https://doi.org/10.14705/rpnet.2015.000314
Chapelle, C. A. (2009). The relationship between second language acquisition theory and computer-
assisted language learning. The Modern Language Journal, 93, 741–753. https://doi.org/10.1111/j.1540-
4781.2009.00970.x
Cheng, A., Yang, L., & Andersen, E. (2017). Teaching language and culture with a virtual reality game.
In Proceedings of the 2017 CHI conference on human factors in computing systems (CHI ‘17) (pp. 541–549).
Association for Computing Machinery. https://doi.org/10.1145/3025453.3025857
Chotipaktanasook, N., & Reinders, H. (2018). A massively multiplayer online role-playing game and its
effects on interaction in the second language: Play, interact, and learn. In B. Zou & M. Thomas (Eds.),
Handbook of research on integrating technology into contemporary language learning and teaching (pp.367–389).
IGI Global. https://doi.org/10.4018/978-1-5225-9618-9.ch023
Chun, D. (2012). Review article: Replication studies in CALL research. CALICO Journal, 29(4), 591–600.
http://www.jstor.org/stable/calicojournal.29.4.591
Chun, D. (2016). The role of technology in SLA research. Language Learning & Technology, 20(2), 98–115.
http://dx.doi.org/10125/44463
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature
review of the empirical evidence on computer games and serious games. Computers & Education, 59(2),
661–686. https://doi.org/10.1016/j.compedu.2012.03.004
Cui, Z., Dong, J., Yang, L., Tangiyev, D. M., Nokes, J., Nuesser, M., Tang, S., & Zhang, H. (2021).
Design of a distributed language learning environment. In: Y. J. Lan & S. Grant (Eds.), Contextual
language learning (pp.39–70). Chinese Language Learning Sciences. Springer. https://doi.org/10.1007/
978-981-16-3416-1_3
deHaan, J., Reed, W. M., & Kuwada, K. (2010). The effect of interactivity with a music video game on
second language vocabulary recall. Language Learning & Technology, 14(2), 74–94. http://llt.msu.edu/
vol14num2/dehaanreedkuwada.pdf
deHaan, J. (2021). Is game-based language teaching “Vaporware?.. In M. Peterson, K. Yamazaki, & M.
Thomas (Eds.), Digital games in language learning: Theory, development and implementation (pp. 257–276).
Bloomsbury.
Franciosi, S. J., Yagi, J., Tomoshige, Y., & Ye, S. (2016). The effects of a simple simulation game on long-
term vocabulary retention. CALICO Journal, 33(2), 1–25. http://doi.org/10.1558/cj.v33i2.26063
Godwin-Jones, R. (2014). Games in language learning: Opportunities and challenges. Language Learning
& Technology, 18(2), 9–19. http://dx.doi.org/10125/44363
Godwin-Jones, R. (2016). Augmented reality and language learning: From annotated vocabulary to
place-based mobile games. Language Learning & Technology, 20(3), 9–19. http://dx.doi.org/10125/44475
Hitosugi, C. I., Schmidt, M., & Hayashi, K. (2014). Digital game-based learning (DGBL) in the L2 class-
room: The impact of the UN’s off-the-shelf videogame food force, on learner affect and vocabulary
retention. CALICO Journal, 31(1), 104–124. http://www.jstor.org/stable/calicojournal.31.1.19
Digital Games and Foreign Language Learning 11
Huh, K., & Hu, W.-C. (2005). Criteria for effective CALL research. In J. L. Egbert, & G. M. Petrie (Eds.),
CALL research perspectives (pp. 9–21). Lawrence Erlbaum.
Jabbari, N. (2021). Second language development in the context of massively multiplayer online
games: Theoretical perspectives. In M. Peterson, K. Yamazaki, & M. Thomas (Eds.), Digital gaming
and language learning: Theory, development and implementation (pp. 47–67). Bloomsbury. http://dx.doi.
org/10.5040/9781350133037.ch-003
Jabbari, N., & Eslami, Z. R. (2019). Second language learning in the context of massively multiplayer
online games: A scoping review. ReCALL, 31(1), 92–113. https://doi.org/10.1017/S0958344018000058
Lai, K.-W. K., & Chen, H.-J. H. (2021). A comparative study on the effects of a VR and PC visual novel
game on vocabulary learning. Computer Assisted Language Learning, 1–34. https://doi:10.1080/09588221.
2021.1928226
Lan, Y. J., Kan, Y. H., Sung, Y. T., & Chang, K. E. (2016). Oral-performance language tasks for CSL
beginners in second life. Language Learning & Technology, 20(3), 60–79. http://llt.msu.edu/issues/octo-
ber2016/lanetal.pdf
Lee, S. (2019). Her story or their own stories? Digital game-based learning, student creativity, and creative
writing. ReCALL, 31(3), 238–254. https://doi.org/10.1017/S0958344019000028
Levy, M. (2000). Scope, goals and methods in CALL research: Questions of coherence and autonomy.
ReCALL, 12(2), 170–195. https://doi.org/10.1017/S0958344000000525
Lin, H. (2014). Establishing an empirical link between computer-mediated communication (CMC) and SLA:
A meta-analysis of research. Language Learning & Technology, 18(3), 120–147. http://dx.doi.org/10125/44387
Liu, T. Y., & Chu, Y. L. (2010). Using ubiquitous games in an English listening and speaking course:
Impact on learning outcomes and motivation. Computers & Education, 55(2), 630–643. https://doi.
org/10.1016/j.compedu.2010.02.023
Miller, M., & Hegelheimer, V. (2006). The SIMs meets ESL incorporating authentic computer simulation
games into the language classroom. Interactive Technology and Smart Education, 3(4), 311–328. https://doi.
org/10.1108/17415650680000070
Ott, M., Stanescu, I., Popescu, M. M., & de Freitas, S. (2013). Game-enhanced learning: Preliminary
thoughts on curriculum integration. In S. de Freitas, M. Ott, M. M. Popescu, & I. Stanescu (Eds.),
New pedagogical approaches in game enhanced learning: Curriculum integration (pp. 1–19). IGI Global. https://
doi:10.4018/978-1-4666-3950-8.ch001
Otto, S., & Pusack, J. (2009). Computer-assisted language learning authoring issues. The Modern Language
Journal, 93, 784–801. https://doi.org/10.1111/j.1540-4781.2009.00973.x
Pasfield-Neofitou, S. (2014). Language learning and socialization opportunities in game worlds: Trends
in first and second language research. Language and Linguistics Compass, 8(7), 271–284. https://doi.org/
10.1111/lnc3.12083
Peterson, M. (2013). Computer games and language learning. Palgrave Macmillan. https://doi.org/10.1057/
9781137005175
Peterson, M. (2021). Digital simulation games in CALL: A research review. Computer Assisted Language
Learning. https://doi.org/10.1080/09588221.2021.1954954
Peterson, M., Wang, Q., & Mirzaei, M. S. (2019). The use of network-based virtual worlds in second language
education: A research review. In M. Kruk (Ed.), Assessing the effectiveness of virtual technologies in foreign and
second language instruction (pp.1–25). IGI Global. https://doi.org/10.4018/978-1-5225-7286-2.ch001
Peterson, M., White, J., Mirzaei, M. S., & Wang, Q. (2020). A review of research on the application
of digital games in foreign language education. In M. Kruk & M. Peterson (Eds.), New technologi-
cal applications for foreign and second language learning and teaching (pp.69–92). IGI Global. https://doi.
org/10.4018/978-1-7998-2591-3.ch004
Plonsky, L., & Ziegler, N. (2016). The CALL-SLA interface: Insights from a second-order synthesis.
Language Learning and Technology, 20(2), 17–37. http://hdl.handle.net/10125/44459
Porte, G. (2013). Who needs replication? CALICO Journal, 30(1), 10–15. https://doi.org/10.11139/
cj.30.1.10-15
Purushotma, R., Thorne, S. L., & Wheatly, J. (2009). 10 key principles for designing video games for foreign
language learning. Paper produced for the Open Language & Learning Games Project, Massachusetts
Institute of Technology, funded by the William and Flora Hewlett Foundation. https://www.aca-
demia.edu/3796735/10_Key_Principles_for_Designing_Video_Games_for_Foreign_Language_
Learning_2009_Purushotma_Thorne_and_Wheatly_
12 Mark Peterson and Nasser Jabbari
Ranalli, J. (2008). Learning English with the sims: Exploiting authentic computer simulation games
for L2 learning. Computer Assisted Language Learning, 21(5), 441–455. https://doi.org/10.1080/
09588220802447859
Reinders, H. (2017). Digital games and second language learning. In S. L. Thorne & S. May (Eds.), Encyclopedia
of language and education (pp. 329–343). Springer. https://doi.org/10.1007/978-3-319-02237-6_26
Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in digital game-based learn-
ing. ReCALL, 27(1), 38–57. https://doi.org/10.1017/S0958344014000226
Reinhardt, J. (2019). Gameful second and foreign language teaching and learning: Theory, research, and practice.
Palgrave Macmillan. https://doi.org/10.1007/978-3-030-04729-0
Reinhardt, J. (2021). Not all MMOGs are created equal: A design-informed approach to the study of L2
learning in multiplayer online games. In M. Peterson, K. Yamazaki, & M. Thomas (Eds.), Digital games
and language learning: Theory, development and implementation (pp. 69–88). Bloomsbury.
Reinhardt, J., & Sykes, J. (2012). Conceptualizing digital game-mediated L2 learning and pedagogy:
Game-enhanced and game-based research and practice. In H. Reinders (Ed.), Digital games in language
learning and teaching (pp. 32–49). Palgrave Macmillan. https://doi.org/10.1057/9781137005267_3
Reinhardt, J., & Sykes, J. M. (2014). Digital game and play activity in L2 teaching and learning. Language
Learning & Technology, 18(2), 2–8. http://dx.doi.org/10125/44362
Reinhardt, J., & Thorne, S. (2016). Metaphors for digital games and language learning. In F. Farr & L.
Murray (Eds.), The Routledge handbook of language learning and technology, (pp. 415–430). Taylor Francis.
https://doi.org/10.4324/9781315657899-4
Reinhardt, J., & Thorne, S. L. (2020). Digital games as language-learning environments. In J. Plass, R.
Mayer, & B. Homer (Eds.), Handbook of game-based learning (pp. 409–435). MIT Press.
Ryu, D. (2013). Play to learn, learn to play: Language learning through gaming culture. ReCALL, 25(2),
286–301. https://doi.org/10.1017/S0958344013000050
Sadler, R., & Dooly, M. (2013). Language learning in virtual worlds: Research and practice. In M.
Thomas, H. Reinders, & M. Warschauer (Eds.), Contemporary computer-assisted language learning
(pp. 159–182). Bloomsbury.
Sauro, S. (2011). SCMC for SLA: A research synthesis. CALICO Journal, 28(2), 369–391. https://doi.
org/10.11139/cj.28.2.369-391
Sauro, S., & Zourou, K. (2019). What are the digital wilds? Language Learning & Technology, 23(1), 1–7.
https://doi.org/10125/44666
Scholz, K. W., & Schulze, M. (2017). Digital-gaming trajectories and second language development.
Language Learning & Technology, 21(1), 99–119. https://dx.doi.org/10125/44597
Schwienhorst, K. (2002). Why virtual, why environments? Implementing virtual reality concepts in
computer-assisted language learning. Simulation & Gaming, 33(2), 196–209. https://doi.org/10.1177/
1046878102332008
Sundqvist, P. (2019). Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary.
Language Learning & Technology, 23(1), 87–113. https://doi.org/10125/44674
SuperData. (2020). The year in review: Digital games and interactive media. Retrieved from: https://
drive.google.com/file/d/19E0bXya2wX-tkuOIn4IhbE9Z2Z2EPKwi/view
Sydorenko, T., Hellermann, J., Thorne, S. L., & Howe, V. (2019). Mobile augmented reality and lan-
guage-related episodes. TESOL Quarterly, 53(3), 712–740. https://doi.org/10.1002/tesq.507
Sykes, J. M., Reinhardt, J., & Thorne, S. L. (2010). Multiuser digital games as sites for research and prac-
tice. In F. M. Hult (Ed.), Directions and prospects in educational linguistics (pp. 117–135). Springer.
Thompson, C. G., & von Gillern, S. (2020). Video-game based instruction for vocabulary acquisition with
English language learners: A Bayesian meta-analysis. Educational Research Review, 30, 1–23. https://doi.
org/10.1016/j.edurev.2020.100332
Thorne, S. L., & Reinhardt, J. (2008). “Bridging activities,” new media literacies and advanced foreign
language proficiency. CALICO Journal, 25(3), 558–572. https://doi.org/10.1558/cj.v25i3.558-572
Thorne, S. L., Black, R. W., & Sykes, J. M. (2009). Second language use, socialization, and learning
in internet interest communities and online gaming. The Modern Language Journal, 93(S1), 802–821.
https://doi.org/10.1111/j.1540-4781.2009.00974.x
Thorne, S., Fischer, I., & Lu, X. (2012). The semiotic ecology and linguistic complexity of an online game
world. ReCALL, 24(3), 279–301. https://doi.org/10.1017/S0958344012000158
Digital Games and Foreign Language Learning 13
Toyoda, E., & Harrison, R. (2002). Categorization of text chat communication between learners and native
speakers of Japanese. Language Learning & Technology, 6(1), 82–99. http://llt.msu.edu/vol6num1/toyoda/
Tsai, Y., & Tsai, C. (2018). Digital game-based second-language vocabulary learning and conditions
of research designs: A meta-analysis study. Computers and Education, 125, 345–357. https://doi.
org/10.1016/j.compedu.2018.06.020
Vazquez-Calvo, B., Zhang, L. T., Pascual, M., & Cassany, D. (2019). Fan translation of games, anime, and
fanfiction. Language Learning & Technology, 23(1), 49–71. https://doi.org/10125/44672
Wang, Q. (2019). Classroom intervention for integrating simulation games into language classrooms: An
exploratory study with the SIMS 4. CALL-EJ, 20(2), 101–127.
Xu, Z., Chen, Z., Eutsler, L., Geng, L., & Kogut, A. (2020). A scoping review of digital game-based tech-
nology on English language learning. Educational Technology Research Development, 68, 877–904. https://
doi.org/10.1007/s11423-019-09702-2
Zheng, D., Liu, Y., Lambert, A., Lu, A., Tomei, J., & Holden, D. (2018). An ecological community becom-
ing: Language learning as first-order experiencing with place and mobile technologies. Linguistics and
Education, 44, 45–57. http://doi:10.1016/j.linged.2017.10.0
2
A SYSTEMATIC REVIEW OF
THEORY-INFORMED DESIGN AND
IMPLEMENTATION OF DIGITAL
GAME-BASED LANGUAGE LEARNING
Rui Huang and Matthew Schmidt
2.1 Introduction
Researchers and practitioners started to address their interests in digital game-based learning
(DGBL) around the early 2000s. Marc Prensky called for attention to the potential use of DGBL
for business, government, military, pre-school, K-12, and higher education (Prensky, 2001). In
the past two decades, DGBL research has expanded around various research foci and across mul-
tiple disciplines. Prensky (2001) defines educational games as any game on a computer or online
with a learning purpose. Shaffer et al. (2005) emphasized that DGBL is gameplay with defined
learning outcomes. Plass and colleagues (2015) pointed out that a learning game design process
should balance the learning content with gameplay. While there is no universally agreed-upon
definition for DGBL, for this study, we operationalize it as learning activities that use digital
games for defined learning outcomes.
When DGBL is used for language learning, it is referred to as digital game-based language
learning (DGBLL). The emergence of DGBLL can also be traced back to the early 2000s (e.g.,
Coleman, 2002; Emde et al., 2001; Kötter, 2003; Toyoda & Harrison, 2002). Since then, the
number of empirical studies on DGBL for the second language (L2) has grown steadily (Kao,
2014; Poole & Clarke-Midura, 2020). Several recent meta-analyses on the impact of DGBLL
on language learning outcomes show medium or large overall effect sizes (Tsai & Tsai, 2018;
Wang et al., 2020). Researchers attribute the generally positive impact of DGBLL to various
potential benefits, such as increased learner motivation (e.g., Yaşar, 2018; Zhang et al., 2020),
enhanced self-efficacy (e.g., Hung et al., 2018; C. Wang et al., 2020), and the ability of DGBLL
to afford social interaction (e.g., Jabbari & Eslami, 2019; Yudintseva, 2015). Language learning
in a DGBLL context can include first language, L2, and foreign language (Punchihetti, 2013;
VanPatten & Williams, 2015). Language learning in DGBLL focuses on L2 learning, which,
in a broader sense, also includes foreign language learning (Punchihetti, 2013). Therefore, the
scope of DGBLL in the current study is limited to DGBL for L2 and foreign language learning.
DOI: 10.4324/9781003240075-2
Systematic Review of Theory-Informed Design 15
reviews cover a range between 2000 and 2020, with eight focusing on the scope of DGBLL, four
explicitly focusing on digital game-based vocabulary learning, and two focusing on massively mul-
tiplayer online role-playing games. Regarding the analytical approach, seven (44%) of these reviews
used systematic review methods, four (25%) used meta-analysis, three (19%) presented scoping
reviews, and two (13%) were traditional literature reviews. These 16 reviews mainly focus on learn-
ing effectiveness and research trends. Interestingly, two reviews take on a unique focus to consider
(1) the implementation of DGBLL in schools (Acquah & Katz, 2020) and (2) the integration of
DGBLL and self-regulated language learning (Zhang et al., 2020). Table 2.1 summarizes the prior
reviews regarding the field of study, analytical approach, period, included papers, and review foci.
Of the 16 identified prior reviews, only two studies focused on theory. Zou and colleagues (2019)
looked at the theoretical frameworks of 21 empirical studies that specifically focused on DGBL
for vocabulary learning. The identified theoretical frameworks in this review include three types
of theories: (1) second-language acquisition (SLA) theory/hypothesis such as the input hypothe-
sis (Krashen, 1985), the interaction hypothesis (Long, 2015), and the involvement load hypothesis
(Hulstijn & Laufer, 2001), (2) learning theories such as the zone of proximal development (Vygotsky,
1978) and scaffolding (Hogan & Pressley, 1997), situated learning (Lave & Wenger, 1991), and activ-
ity theory (Engeström et al., 1999), and (3) cognitive theory such as level of processing hypothesis
(Craik & Lockhart, 1972), flow theory (Csikszentmihalyi, 1991), and connectivity theory (Klimesch,
1994). However, a limitation in Zou and colleagues’ (2019) study is that, while the authors identified
the theoretical frameworks used in the 21 articles they reviewed, no analysis or discussion of those
theoretical frameworks is reported. In Jabbari and Eslami’s (2019) scoping review, “32% of the studies
did not refer to any theoretical framework (or assumptions) underlying their hypotheses and choice of
research methods” (p. 105). Given that so few reviews consider theory as a central focus, the reviews
by Zou and colleagues (2019) and Jabbari and Eslami (2019) serve as welcome outliers.
The lack of attention to theoretical grounding in prior reviews does not undermine the
importance of theory in guiding empirical studies. Indeed, Neuman (2014) argues, “Researchers
who proceed without theory rarely conduct top-quality research and frequently find themselves
in a quandary” (p. 88). For many years, researchers in DGBLL and the broader field of com-
puter-assisted language learning (CALL) have been advocating the importance of theory for
DGBLL studies. Doughty (1987) argues that theory needs to play a central role in designing
CALL research. Researchers suggest that both SLA and general learning theories, such as soci-
ocultural theory, inform the development and evaluation of DGBLL interventions (Chapelle,
2009; Peterson, 2013). The importance of theory for DGBLL studies and the lack of reviews on
empirical studies provide the impetus for the current study.
RQ1: What theories are referenced in empirical DGBLL studies, and with what frequency?
RQ2: What roles does theory play in empirical DGBLL studies?
16
Rui Huang and Matthew Schmidt
TABLE 2.1 Summary of Literature Reviews Focusing on DGBLL Since 2011
Citation Field of Study Analytical Approach Period Included Papers Review Focus
Kao (2014) DGBLL Meta-analysis 2005 – 2013 25 To analyze several potential moderating variables to investigate which
variable is influential in determining the effects of DGBL.
Yudintseva (2015) DGBVL Systematic review 2005 – 2015 17 To synthesize the recent findings of qualitative, quantitative, and
mixed-methods studies to determine the effectiveness of learning
strategies on English as a second language vocabulary acquisition
through game-enhanced practices.
Hung et al. (2016) DGBLL Systematic review 2010 – 2014 23 To identify the emerging trends of DGBLL articles published in four
influential journals in the field of computer-assisted language learning
(CALL).
Chen et al. (2018) DGBVL Meta-analysis 2003 – 2014 10 To find out the pooled effect of the DGBL on vocabulary acquisition
and the salient moderators that can account for the effects of the DGBL
on vocabulary learning.
Hung et al. (2018) DGBLL Scoping review 2007 – 2016 50 To provide a scoping overview of empirical evidence on the use and
impacts of digital games in language education.
Tsai and Tsai (2018) DGBVL Meta-analysis 2001 – 2017 26 To examine the conditions of research designs on digital game-based L2
vocabulary learning and the overall effect size in each condition and
extend the scope of the potential moderators to better depict the
scenarios of digital game-based L2 vocabulary learning.
Yaşar (2018) MMORPG Literature review 2012 – 2017 5 To draw attention to common threads within the articles and to certain
niches for improvement.
Huang et al. (2019) DGBLL Systematic review 2008 – 2017 42 To establish a more focused disciplinary ground for understanding the
potential of digital games in CALL contexts.
Jabbari and Eslami MMORPG Scoping review 2006 – 2015 31 To discover the extent, range, and nature of L2 research in the context
(2019) of MMOGs.
(Continued)
TABLE 2.1 Summary of Literature Reviews Focusing on DGBLL Since 2011 (Continued)
Citation Field of Study Analytical Approach Period Included Papers Review Focus
Zou et al. (2019) DGBVL Systematic review 2008 – 2018 21 To interrogate types of games, theoretical frameworks, research issues,
and implications.
Acquah and Katz DGBLL Systematic review 2014 – 2018 26 How DGBLL can be implemented in school, and what designers need to
(2020) consider when creating digital learning games (DLGs) for primary
through high-school age students.
Osman and Rabu DGBLL Systematic review 2008 – 2018 19 To analyze the types of games, the gaming platform, and the target
(2020) outcome of the reviewed studies.
Poole and Clarke- DGBLL Systematic review 2012 – 2017 49 To investigate the impact of digital games on L2 development and the
Midura (2020) impact of game design features on the effectiveness of games as learning
tools.
17
18 Rui Huang and Matthew Schmidt
2.4 Method
To approach the above research questions, a systematic literature review was conducted follow-
ing PRISMA guidelines (Page et al., 2021). The following sections provide a detailed descrip-
tion of the research method, which involves (1) literature search strategy, (2) inclusion and
exclusion criteria, (3) screening and coding, and (4) data analysis process.
“game-based learning”, (2) if the study involved non-digital game-based learning (i.e., board
games), (3) if instructors rather than language learners were the participants of the study, and (4)
if the study was conducted in a first language learning context.
following screening stage. In the second stage of screening, the same inclusion and exclusion
criteria used in the first stage were applied to full-text screening. During this stage, 201 manu-
scripts were excluded. The remaining 209 manuscripts were included for the next stage screen-
ing. In the last stage, full-text reading of the 209 manuscripts was performed again, determining
if at least one theory was referenced in a manuscript. This final screening stage identified 65
qualified empirical studies for systematic coding and data extraction. A total of 144 manuscripts
(69%) were excluded at this stage. Figure 2.1 shows the PRISMA flowchart (Moher et al., 2010)
to depict the entire screening process and the number of manuscripts at each stage.
During the third screening stage, a preliminary coding scheme was developed. It was iter-
atively refined through the entirety of the coding process. Table 2.3 provides the final coding
scheme with a description of each coding category.
Category Description
Citation
Author/Year Authors and year of publication in APA in-text
citation format
Title Title of the manuscript
Game and Technology
Game Type Generally, there are three types of games according to
Van Eck’s (2015) taxonomy:
a. Serious game: the DGBLL intervention is designed
and developed by the researchers and/or designated
designers, or adapted design/content based on pre-
viously developed intervention by others.
b. Learner-developed: the DGBLL intervention is
designed and/or developed by target learners.
c. Commercial off-the-shelf (COTS): this type includes
games primarily for entertainment.
Theoretical Grounding
Theory referenced Name of the theory or theories referenced in the
manuscript.
Author’s description of the theory The exact excerpts from the manuscript in which the
authors described the theory or theories they
referenced.
Theory and Design
Reported design One of three codes may apply to this category:
a. Reported: if the authors explicitly described how
one or more of the theories they identified informed
the design of the DGBLL intervention.
b. Inferred: if the authors did not explicitly describe
how the referenced theory informed the design,
but there was a match between the description of
how the DGBLL intervention was designed and the
identified theory.
c. did not report: if there was neither explicit nor
implicit narrative in the manuscript to report how
the identified theory informed the design of the
intervention.
How theory informed design The exact excerpts from the manuscript in which the
authors described how the identified theoretical
grounding informed the design of the DGBLL
intervention.
Theory and Implementation
Reported implementation Similar to the three codes for the category Reported
design, the focus of this category is on the use of the
DGBLL intervention in actual learning activities.
How theory informed implementation The exact excerpts from the manuscript in which the
authors described how the identified theoretical
grounding informed the implementation process and
how the DGBLL intervention was used.
Theory and Evaluation
Reported evaluation Similar to the three codes for the category Reported
design, this category focuses on the evaluation
methods, instruments, and processes of the DGBLL
intervention.
How theory informed evaluation The exact excerpts from the manuscript in which the
authors described how the identified theoretical
grounding informed the evaluation.
22 Rui Huang and Matthew Schmidt
To address the first research question, data on theories referenced in this corpus of manu-
scripts were refined and analyzed in three steps. Some manuscripts referenced multiple the-
ories. In the first step, these records were broken down into one theory per record, which
resulted in 97 instances in which theories were referenced. In the second step, a classification
process was performed to group the theories into categories such as SLA theories/hypotheses,
cognitive science theories, and motivation theories. When determining coding categories,
no established and commonly accepted taxonomy was found to guide this thematic coding.
When more than one category could have been applied to a theory, the decision had to be
made to choose only one category to avoid the inflation of the statistical analysis results. For
example, Dörnyei’s L2 motivational self-system is coded as motivation theory, although it is
also a theory specifically developed for SLA. This coding decision was made because, despite
the unique application of this theory in the SLA context, its core focus is learner motivation.
In the final step, the coded categories were further grouped into six meta-categories according
to their affinity relationships.
To address the second research question of how theories informed the empirical studies, data
were analyzed in three steps. In the first step, data on the three coding categories, “Reported
design”, “Reported implementation”, and “Reported evaluation”, and the author/year data
were copied into a new coding sheet. The design, implementation, and evaluation data were
visually examined to identify: (1) the manuscripts that only referenced the theories but did not
elaborate on how the authors used the theory to inform design, implementation, and evaluation,
and (2) the manuscripts that reported how theory informed the design, implementation, and
evaluation of the DGBLL studies. In the second step, descriptive statistics were calculated along
three dimensions: (1) design, (2) implementation, and (3) evaluation. In the third step, game
types were added as a moderator to analyze the role theory plays in the design, implementation,
and evaluation of DGBLL.
2.5 Results
This systematic review identified 209 empirical studies on DGBLL in the scope of L2 learning
between 2011 and 2020. Within the corpus of 209 manuscripts, 65 (31%) studies specifically
referenced theory. Results are organized by research questions.
RQ1: Theories referenced in empirical DGBLL studies and the frequency
The 65 qualified manuscripts contain 97 instances in which theories were referenced, from
which 47 unique theories were identified. Through the classification and thematic coding pro-
cess, these theories were grouped into six meta-categories, including (1) sociocultural, (2) cog-
nitive, (3) constructivist, (4) motivation, (5) SLA, and (6) behaviourist theories. Figure 2.2 shows
the distribution of theories in these six groups. The most commonly referenced theories fell
into the sociocultural meta-category, followed by cognitive theories, and motivational theories.
Theories that fell into the SLA theory/hypotheses, constructivist, and behaviourist meta-cate-
gories were referenced less frequently.
In the following section, the specific theories referenced are reported in separate tables for
the top three meta-categories, including sociocultural (Table 2.4), cognitive (Table 2.5), and
motivation (Table 2.6). Because theories in the remaining three meta-categories were referenced
less frequently (i.e., SLA, behaviourism, and constructivism), they are reported in a single table
(Table 2.7).
RQ2: Roles that theory plays in empirical DGBLL studies
Systematic Review of Theory-Informed Design 23
Flow theory 8 (Ebrahimzadeh & Alavi, 2016, 2017; Hsu et al., 2017;
Hsu, 2017; Huang et al., 2018; Li et al., 2019; Tang,
2020; Wei et al., 2018)
Cognitive load theory 3 (Calvo-Ferrer, 2020; Chang et al., 2017; Hsu et al., 2017)
Scaffolding 2 (Collins et al., 2020; Yang et al., 2020)
Variation Theory 1 (de Wit et al., 2020)
Theory of encoding specificity 1 (Culbertson et al., 2016)
Piaget’s schemata 1 (de Wit et al., 2020)
PASS theory 1 (Ortiz-Ortiz, 2019)
Multimodality 1 (Newgarden & Zheng, 2016)
Information processing theory 1 (Wei et al., 2018)
Information packaging hypothesis 1 (Edge et al., 2013)
Implicit theory of intelligence 1 (Hsu, 2015)
Growth point theory 1 (Edge et al., 2013)
Dual-coding theory 1 (Chen & Lee, 2018)
Cone of experience theory 1 (Pan, 2017)
Cognitivism 1 (Ahmad et al., 2012)
Cognitive theory of multimedia 1 (Alghamdi, 2016)
learning (CTML)
Cognitive evaluation theory (CET) 1 (Park et al., 2019)
Cognition hypothesis 1 (Yang et al., 2020)
Self-determination theory (SDT) 4 (Cornillie et al., 2012; Freiermuth, 2017; Park et al., 2019;
Peng et al., 2016)
ARCS motivation model 4 (Chen et al., 2018; Hanandeh et al., 2018; Proske et al.,
2014; Wu, 2018)
Vallerand three subtypes of 1 (Freiermuth, 2017)
intrinsic motivation
Theories of language learning 1 (Ebrahimzadeh & Alavi, 2017)
motivation
Expectancy-value theory 1 (Gellar-Goad, 2015)
Dörnyei’s L2 motivational 1 (Collins et al., 2020)
self-system
SLA The input hypothesis 3 (Shepherd et al., 2011; Shepherd et al., 2011;
Tang, 2020)
The interaction hypothesis 2 (Franciosi et al., 2016; Morton et al., 2012)
Universal grammar 1 (Tang, 2020)
Language socialization (LS) 1 (Duran, 2017)
Affective filter hypothesis 1 (Yang et al., 2018)
Constructivism Constructivism 4 (Ahmad et al., 2012; Gamboa et al., 2016;
Ma et al., 2012; Yang et al., 2020)
Experiential learning theory 1 (Franciosi, 2017)
Constructionism 1 (Li, 2011)
Behaviourism Behaviourism 1 (Ahmad et al., 2012)
Systematic Review of Theory-Informed Design 25
The role(s) that theory played in authors’ DGBLL interventions across the corpus of the 65
manuscripts were organized into four descriptive categories, depending on whether and how the
authors used theory: (1) to frame/conceptualize, (2) to inform design, (3) to inform implemen-
tation, and/or (4) to inform evaluation.
The first category (i.e., framing/conceptualization) refers to the manuscripts that only refer-
enced theory but did not describe how the theories informed the DGBLL intervention and/or
the study. Among the 65 manuscripts, seven (11%) fell into this category (e.g., Elaish et al., 2019;
Franciosi et al., 2016; Shepherd et al., 2011).
The second category referred to studies that used theory to inform the design of the DGBLL
intervention. A total of 42 (65%) manuscripts specifically described how the identified the-
ory informed the design of the intervention, including two manuscripts in which the descrip-
tion was not explicit but could be inferred; 23 (35%) manuscripts did not report how theory
informed their design. An example of how theory informed design can be found in Morton
and colleagues’ (2012) manuscript. The authors grounded their intervention design in the inter-
action hypothesis. They claimed that “conversational interaction between a learner and, for
example, a native speaker can facilitate the learner’s development as the learner can be involved
in negotiated interaction which then gives them comprehensible input in the target language
(L2)” (p. 2). Guided by this theory, the authors created gaming situations within which learners
can engage in negotiated interaction with virtual agents. In another example, Lin and colleagues
(2018) grounded their study in situated learning theory. This theory influenced their creation of
authentic learning contexts, which they considered key to promoting students’ language learn-
ing. They designed a role-playing game (RPG) with a clearly designed storyline along which the
learning activities progressed. Finally, Si (2015) developed a gesture-based game using embod-
ied cognition theory. The author postulated that “our body, mind, and the environment are
tightly integrated, and our decision-making processes, perception, and even memory are deeply
rooted in our body and bodily movements” (p. 272). Hence, she designed a “gesture based nat-
ural user interface with narratives and puzzles to provide the users a platform to practice their
verbal and non-verbal skills together” (p. 274).
The third type of role theory plays in DGBLL is that it informs implementation, that is, the use
of DGBLL interventions in language learning activities. This perspective is important because L2
learning is dynamically interconnected with the environment (Larsen-Freeman, 2017), and the
DGBLL intervention is a component of the environment. Within the corpus of 65 manuscripts, 17
(29%) studies explicitly reported how theory informed the implementation of DGBLL, with two
in which theory was inferred from the narrative. A total of 46 manuscripts (71%) did not report
how theory informed implementation. While the role theory plays in implementation appears to
be less commonly referenced by researchers, the following examples illustrate how theory may
inform implementation when applied in DGBLL studies. In de Wit and colleagues’ (2020) study,
variation theory was one of the grounding theories. They argued that “the object of learning …
may be perceived differently between people, where one learner might focus on different aspects
than another” (p. 360). Therefore, when they implemented the intervention, three variations of
social robot conditions (no gestures, repeated gestures, and varied gestures) were used when a
target word came up in the game. Peng and colleagues (2016) identified social identity theory as
one of the grounding theories; therefore, when they implemented the intervention, they grouped
learners based on participants’ social identity conditions such as in-group dyads (participants in
the dyads were told to be both over-estimator or both under-estimator) or out-group dyads (one
participant was told to be an over-estimator and one to be an under-estimator).
The fourth type of role theory plays is to inform the evaluation of DGBLL interventions regarding
the articulation of appropriate evaluation methods, instruments, and/or outcome measures. In the
26 Rui Huang and Matthew Schmidt
65 manuscripts, 30 studies (46%) reported how the identified theory informed the studies’ evaluation
(one was inferred from the manuscript narrative). Conversely, 35 studies (54%) did not report on
this. The following examples illustrate how researchers used theory to inform their decisions. Chang
and colleagues (2017) grounded their study in cognitive load theory; therefore, they used a cogni-
tive load measure to examine “if learner performance was influenced by improper learning design,
including the difficulty of learning materials, teaching methods, task difficulty, and complexity of
task requirements” (p. 662). This study found no statistical difference between the intervention group
and the non-game control group. Wen’s (2018) study was based on sociocultural theory. The author
specifically focused on collaborative learning. To understand how collaborative language learning
occurred when learners used this DGBLL intervention, Wen used language-related episodes (LREs)
as a unit of analysis for investigating learner-learner interaction. Findings suggested that the inter-
vention group outperformed the control group regarding the average number of LREs observed.
Finally, one of the theories Collins and colleagues (2020) adopted was Dörnyei’s L2 motivational
self-system. They argued that “the immersive virtual reality environments have the ability to change
the context for learners and thus change their identity” (p. 148). To evaluate the motivational impact
of their designed intervention on learners, a motivational L2 self-system questionnaire was used that
measured motivation on a 5-point Likert scale. Findings suggested the intervention effects on meas-
ures of Ideal L2 Self, linguistic self-confidence, and attitudes towards learning Irish.
2.6 Discussion
Within the corpus of the 65 manuscripts that referenced theories, the top three most referenced
specific theories are (1) situated learning theory, (2) flow theory, and (3) sociocultural the-
ory. Thematic coding indicates that sociocultural theories, cognitive theories, and motivational
Systematic Review of Theory-Informed Design 27
theories are the top three meta-categories. This aligns with findings in Jabbari and Eslami (2019)
that sociocultural theory was the most frequently referenced theory in their corpus of 21 studies.
These findings underscore the prominence of sociocultural theory in the field of DGBLL. This
trend aligns with the focus of theories for SLA suggested by SLA scholars (Ellis et al., 2019;
Lantolf et al., 2015; Larsen-Freeman, 2015; Ortega, 2015). For example, Ortega suggests future
attention is needed to theorize experience in explanations of SLA. However, most SLA theories
are not rigorous in dealing with the language learning experience except sociocultural theory
and complexity theory (Ortega, 2015). From the pedagogical perspective, Ellis and colleagues
suggest that sociocultural theory “has the most to offer task-based language teaching” (Ellis
et al., 2019, p. 116).
While we identified the most frequently referenced theories, it is worth noting that the
findings suggest a research gap regarding the use of SLA theories to inform DGBLL empirical
studies. Interventions that fail to attend to the foundational theories of SLA carry the risk of
learners potentially achieving game goals but failing to achieve language learning goals. For
example, Butler and colleagues (2014) found that games attracted players but did not necessarily
improve their language skills. In addition to this, scholars suggest that further research is needed
on combining game principles with L2 learning strategies to make DGBLL more useful for
promoting language learning outcomes (Xu et al., 2020; Yudintseva, 2015). Although general
learning theories can inform DGBLL in general, we argue that greater emphasis on SLA theory
is explicitly needed to guide DGBLL toward achieving L2 learning outcomes—a direction for
future research.
Findings regarding the roles theory play in DGBLL suggest that researchers tend to focus
more on using theory to guide the design of DGBLL interventions, less on the evaluation, and
least on implementation. When considering game type as the moderator, different patterns
emerge. As the findings show, theoretically informed design is most referenced in serious games
for DGBLL. When the interventions are based on COTS games, theories are more referenced
to inform evaluation and implementation. Although the current study does not have a large
enough sample to conclude the role that theory plays for COTS games, it suggests that future
studies need to explore how to use theories to guide the implementation of COTS games in
the context of language learning. This is important because COTS games are not custom-made
to facilitate language learning (Xu et al., 2020). This finding aligns with Jabbari and Eslami’s
(2019) suggestion that further research is needed to verify theory concerning the affordances of
COTS for SLA.
Taken together, findings in this systematic review suggest that many empirical studies in
DGBLL seem to lack theoretical grounding. Indeed, of the 209 articles identified in this sys-
tematic review, only 31% explicitly referenced theories. In alignment with Jabbari and Eslami’s
(2019) claim that empirical studies in this field lack theoretical grounding, the current study
establishes the current state of theoretically-informed research and elaborates on the dimen-
sions in which theory plays a role. Future research would benefit from explicitly identifying
theoretical groundings and deliberately applying the identified theories throughout the design,
implementation, and evaluation stages when applicable.
This research should be interpreted in light of its limitations. Firstly, a limitation of the
search strategy used for identifying prior review studies was that we only searched for peer
reviewed journals and conference proceedings, which means some literature sources may have
been missed, such as “grey” literature, whitepapers, and book chapters in edited volumes. For
example, Peterson and colleagues (2020) provide a review on 26 DGBLL empirical studies
to identify strengths and weaknesses, including the theoretical perspectives that informed the
included studies. However, because this research was published as a book chapter, it was not
28 Rui Huang and Matthew Schmidt
included in our results. Our search strategy was informed by Kitchenham’s (2004) highly cited
procedures for conducting systematic reviews and Stern and colleagues’ (2014) search criteria
around research questions. We believe our search strategy was robust and accurately represents
the state of the field. Indeed, although Peterson and colleagues’ (2020) review was not included
in our report, their findings related to theoretical perspectives align with some of the current
study’s findings. For example, they also found that the majority of included studies adopted a
sociocultural theoretical perspective. Secondly, an additional limitation is that we did not per-
form backward and forward searches to identify further studies. Thirdly, this study diverged
from systematic review best practices in that it only included publications in English and did
not consider publications in other languages. For these three reasons, there could be missing
qualified empirical studies. In addition, although the second author (the advising professor to the
first author) reviewed the entire coding process and results and provided advice as needed, the
coding process was mainly performed by the first author. Therefore, we are not able to report
reliability estimates.
2.7 Conclusion
While various reviews have been conducted in DGBLL in the last ten years, they mainly focus
on learning effectiveness and reporting research trends. There is a lack of reviews that focus on
the theoretical perspective of DGBLL. This systematic review not only establishes the current
state of theoretically informed research but also elaborates on the dimensions in which theory
plays a role. Findings suggest that future research might benefit from explicitly identifying
theoretical groundings and deliberately applying the identified theories throughout the design,
implementation, and evaluation stages when applicable. In addition, findings suggest that much
like the field of SLA in general, the field of DGBLL is taking heed of the prominence of socio-
cultural theory as grounding for empirical DGBLL studies.
References
Acquah, E. O., & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through
high-school students: A systematic literature review. Computers & Education, 143, 1–19. https://doi.
org/10.1016/j.compedu.2019.103667
Ahmad, W. F. W., Shaarani, A. R. S., & Afrizal, S. (2012). Mobile language translation game. 2012
International Conference on Computer Information Science (ICCIS), 2, 1099–1104. https://doi.org/10.1109/
ICCISci.2012.6297190
Alghamdi, E. A. (2016). Untangling multimedia effects on EFL incidental vocabulary learning via playing
an online hidden-object game. International Journal of Computer-Assisted Language Learning and Teaching,
6(1), 24–39. https://doi.org/10.4018/IJCALLT.2016010102
Alobaydi, E. K., Mustaffa, N., Alkhayat, R. Y., & Arshad, M. R. Hj. Mohd. (2016). U-Arabic: Design per-
spective of context-aware ubiquitous Arabic vocabularies learning system. 2016 6th IEEE International
Conference on Control System, Computing and Engineering (ICCSCE), 1–6. https://doi.org/10.1109/
ICCSCE.2016.7893535
Berns, A., Isla-Montes, J.-L., Palomo-Duarte, M., & Dodero, J.-M. (2016). Motivation, students’ needs
and learning outcomes: A hybrid game-based app for enhanced language learning. SpringerPlus, 5(1),
1–23. https://doi.org/10.1186/s40064-016-2971-1
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
Butler, Y. G. (2017). Motivational elements of digital instructional games: A study of young L2 learners’
game designs. Language Teaching Research, 21(6), 735–750. https://doi.org/10.1177/1362168816683560
Butler, Y. G., Someya, Y., & Fukuhara, E. (2014). Online games for young learners’ foreign language
learning. ELT Journal, 68(3), 265–275. https://doi.org/10.1093/elt/ccu008
Systematic Review of Theory-Informed Design 29
Bytheway, J. (2014). In-game culture affects learners’ use of vocabulary learning strategies in massively
multiplayer online role-playing games. International Journal of Computer-Assisted Language Learning and
Teaching, 4(4), 1–13. https://doi.org/10.4018/ijcallt.2014100101
Bytheway, J. (2015). A taxonomy of vocabulary learning strategies used in massively multiplayer online
role-playing games. CALICO Journal, 32(3), 508–527. https://link.gale.com/apps/doc/A430169022/
GPS?u=gain40375&sid=GPS&xid=ab6a0660
Calvo-Ferrer, J. R. (2020). Exploring digital nativeness as a predictor of digital game-based L2 vocabulary acqui-
sition. Interactive Learning Environments, 28(7), 902–914. https://doi.org/10.1080/10494820.2018.1548489
Chang, C., Shih, J.-L., & Chang, C.-K. (2017). A mobile instructional pervasive game method for language
learning. Universal Access in the Information Society, 16(3), 653–665. https://doi.org/10.1007/s10209-
016-0496-6
Chapelle, C. A. (2009). The relationship between second language acquisition theory and comput-
er-assisted language learning. The Modern Language Journal, 93(s1), 741–753. https://doi.org/10.1111/
j.1540-4781.2009.00970.x
Chen, M.-H., Tseng, W.-T., & Hsiao, T.-Y. (2018). The effectiveness of digital game-based vocabu-
lary learning: A framework-based view of meta-analysis. British Journal of Educational Technology, 49(1),
69–77. Social Science Premium Collection. https://doi.org/10.1111/bjet.12526
Chen, S.-Y., Hung, C.-Y., Chang, Y.-C., Lin, Y.-S., & Lai, Y.-H. (2018). A Study on Integrating Augmented
Reality Technology and Game-Based Learning Model to Improve Motivation and Effectiveness of
Learning English Vocabulary. 2018 1st International Cognitive Cities Conference (IC3), 24–27. https://doi.org/
10.1109/IC3.2018.00015
Chen, Z.-H., Chen, H.-J. H., & Dai, W.-J. (2018). Using narrative-based contextual games to enhance
language learning: A case study. Journal of Educational Technology & Society, 21(3), 186–198. https://search.
ebscohost.com/login.aspx?direct=true&AuthType=ip,uid&db=aph&AN=130867684&site=ehost-live
Chen, Z.-H., & Lee, S.-Y. (2018). Application-driven educational game to assist young children in learn-
ing English vocabulary. Educational Technology & Society, 21(1), 70–81. Gale Academic OneFile. https://
link.gale.com/apps/doc/A524180829/GPS?u=gain40375&sid=GPS&xid=eea7c408
Coleman, D. W. (2002). On foot in SIM City: Using SIM copter as the basis for an ESL writing assign-
ment. Simulation & Gaming, 33(2), 217–230. https://doi.org/10.1177/1046878102332010
Collins, N., Vaughan, B., & Cullen, C. (2020). Designing Contextually: An Investigation of Design-Based
Research to Promote Situated Irish Language Identity through Virtual Reality. 2020 6th International
Conference of the Immersive Learning Research Network (ILRN), 147–154. https://doi.org/10.23919/
iLRN47897.2020.9155106
Cornillie, F., Clarebout, G., & Desmet, P. (2012). Between learning and playing? Exploring learners’ per-
ceptions of corrective feedback in an immersive game for English pragmatics. Recall, 24(3), 257–278.
https://doi.org/10.1017/S0958344012000146
Craik, F. I. M., & Lockhart, R. S. (1972). Levels of processing: A framework for memory research. Journal
of Verbal Learning and Verbal Behavior, 11(6), 671–684. https://doi.org/10.1016/S0022-5371(72)80001-X.
Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. Harper Perennial.
Culbertson, G., Andersen, E., White, W., Zhang, D., & Jung, M. (2016). Crystallize: An Immersive,
Collaborative Game for Second Language Learning. Proceedings of the 19th ACM Conference on Computer-
Supported Cooperative Work & Social Computing, 636–647. https://doi.org/10.1145/2818048.2820020
Culbertson, G., Wang, S., Jung, M., & Andersen, E. (2016). Social Situational Language Learning through
an Online 3D Game. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems,
957–968. https://doi.org/10.1145/2858036.2858514
de Wit, J., Brandse, A., Krahmer, E., & Vogt, P. (2020). Varied Human-Like Gestures for Social
Robots: Investigating the Effects on Children’s Engagement and Language Learning. Proceedings
of the 2020 ACM/IEEE International Conference on Human-Robot Interaction, 359–367. https://doi.
org/10.1145/3319502.3374815
Doughty, C. (1987). Relating second-language acquisition theory to CALL research and application. In
W. F. Smith (Ed.), Modern media in foreign language education: Theory and implementation (pp. 133–167).
National Textbook Company.
Duran, C. S. (2017). “You not die yet”: Karenni refugee children’s language socialization in a video gam-
ing community. Linguistics and Education, 42, 1–9. Social Science Premium Collection. http://dx.doi.
org/10.1016/j.linged.2017.09.002
30 Rui Huang and Matthew Schmidt
Ebrahimzadeh, M., & Alavi, S. (2016). Motivating EFL students: E-learning enjoyment as a predictor of
vocabulary learning through digital video games. Cogent Education, 3(1), 1–14. https://doi.org/10.1080/
2331186X.2016.1255400
Ebrahimzadeh, M., & Alavi, S. (2017). Digital video games: E-learning enjoyment as a predictor of
vocabulary learning. Electronic Journal of Foreign Language Teaching, 14(2), 145. Social Science Premium
Collection.
Edge, D., Cheng, K.-Y., & Whitney, M. (2013). SpatialEase: Learning language through body motion.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 469–472. https://doi.
org/10.1145/2470654.2470721
Elaish, M. M., Ghani, N. A., Shuib, L., & Al-Haiqi, A. (2019). Development of a Mobile game application
to boost Students’ motivation in learning English vocabulary. IEEE Access, 7, 13326–13337. https://doi.
org/10.1109/ACCESS.2019.2891504
Ellis, R., Skehan, P., Li, S., Shintani, N., & Lambert, C. (2019). 04 sociocultural perspectives. In
Task-based language teaching: Theory and practice (1st ed.). Cambridge University Press. https://doi.
org/10.1017/9781108643689
Emde, S. V. D., Schneider, J., & Kötter, M. (2001). Technically speaking: Transforming language learning
through virtual learning environments (MOOs). The Modern Language Journal, 85(2), 210–225. https://
doi.org/10.1111/0026-7902.00105
Engeström, Y. (1999). Activity theory and individual and social transformation. In Y. Engeström, R. and
P. Miettinen, & R.-L. (Eds.), Perspectives on activity theory (pp. 19–38). Cambridge University Press.
Franciosi, S. J. (2017). The effect of computer game-based learning on FL vocabulary transferabil-
ity. Journal of Educational Technology & Society, 20(1), 123–133. https://search.ebscohost.com/login.
aspx?direct=true&AuthType=ip,uid&db=aph&AN=120706107&site=ehost-live
Franciosi, S. J., Yagi, J., Tomoshige, Y., & Ye, S. (2016). The effect of a simple simulation game on
long-term vocabulary retention. CALICO Journal, 33(3), 355–379. https://www.proquest.com/
docview/1913353591
Freiermuth, M. R. (2017). ‘I found it!’ a smartphone GPS treasure-hunting game in a flipped English
class. Innovation in Language Learning and Teaching, 11(2), 101–108. https://doi.org/10.1080/17501229.
2015.1066793
Fu, Q.-K., Lin, C.-J., Hwang, G.-J., & Zhang, L. (2019). Impacts of a mind mapping-based contextual
gaming approach on EFL students’ writing performance, learning perceptions and generative uses in
an English course. Computers & Education, 137, 59–77. https://doi.org/10.1016/j.compedu.2019.04.005
Gamboa, E., Trujillo, M., & Chaves, D. (2016). Strong shot, English vocabulary in context. 2016 IEEE 11th
Colombian Computing Conference (CCC), 1–8. https://doi.org/10.1109/ColumbianCC.2016.7750794
Gellar-Goad, T. (2015). World of wordcraft: Foreign language grammar and composition taught as a
term-long role-playing game. Arts and Humanities in Higher Education, 14(4), 368–382. https://doi.
org/10.1177/1474022214556030
Hanandeh, A., Abdullah, Z., & Harun, J. (2018). The Effects of A Serious Game Activity and Learning
Tasks on Students’ Motivation Towards Reading Skill. 2018 IEEE 10th International Conference on
Engineering Education (ICEED), 214–219. https://doi.org/10.1109/ICEED.2018.8626938
Hitosugi, C. I., Schmidt, M., & Hayashi, K. (2014). Digital game-based learning (DGBL) in the L2 class-
room: The impact of the UN’s off-the-shelf videogame, food force, on learner affect and vocabulary
retention. CALICO Journal, 31(1), 19–39. Gale Academic OneFile. https://link.gale.com/apps/doc/
A365981255/GPS?u=gain40375&sid=GPS&xid=7dccb173
Hogan, K., & Pressley, M. (Eds.). (1997). Scaffolding student learning:Instructional approaches and issues.
Brookline Books.
Hsu, C.-F., Chen, C.-M., & Cao, D. (2017). Effects of Design Factors of Game-Based English Vocabulary
Learning APP on Learning Performance, Sustained Attention, Emotional State, and Memory
Retention. 2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI), 661–666.
https://doi.org/10.1109/IIAI-AAI.2017.53
Hsu, L. (2015). EFL Learners’ implicit theory of intelligence and the application of MMORPG in EFL
learning. International Journal of Computer-Assisted Language Learning and Teaching, 5(2), 58–71. https://
doi.org/10.4018/IJCALLT.2015040104
Hsu, T.-C. (2017). Learning English with augmented reality: Do learning styles matter? Computers &
Education, 106, 137–149. http://dx.doi.org/10.1016/j.compedu.2016.12.007
Systematic Review of Theory-Informed Design 31
Huang, L., Lin, F., & Wang, Z. (2018). Online Vocabulary QuizMASter Game for College English
Test Band 4. 2018 IEEE SmartWorld, Ubiquitous Intelligence Computing, Advanced Trusted Computing,
Scalable Computing Communications, Cloud Big Data Computing, Internet of People and Smart City Innovation
(SmartWorld/SCALCOM/UIC/ATC/CBDCom/IOP/SCI), 2017–2021. https://doi.org/10.1109/
SmartWorld.2018.00337
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020).
The impact of gamification in educational settings on student learning outcomes: A meta-analysis.
Educational Technology Research and Development, 68(4), 1875–1901. https://doi.org/10.1007/s11423-
020-09807-z
Huang, T., Hung, H.-T., & Chu, H.-C. (2019). Digital games for second language acquisition: A system-
atic review. E-Learn, 2019, 722–727.
Hulstijn, J. H., & Laufer, B. (2001). Some empirical evidence for the involvement load hypothesis in
vocabulary acquisition. Language Learning, 51(3), 539–558. https://doi.org/10.1111/0023-8333.00164
Hung, H., Chang, J., & Yeh, H. (2016). A Review of Trends in Digital Game-Based Language Learning
Research. 2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT), 508–512.
https://doi.org/10.1109/ICALT.2016.9
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018). A scoping review of research
on digital game-based language learning. Computers & Education, 126, 89–104. http://www.sciencedi-
rect.com/science/article/pii/S0360131518301763
Hwang, G.-J., & Wang, S.-Y. (2016). Single loop or double loop learning: English Vocabulary learning
performance and behavior of students in situated computer games with different guiding strategies.
Computers & Education, 102, 188–201. http://dx.doi.org/10.1016/j.compedu.2016.07.005
Ibrahim, K. (2017). The impact of ecological factors on game-based L2 practice and learning. Foreign
Language Annals, 50(3), 533–546. https://doi.org/10.1111/flan.12278
Ibrahim, K. (2018). Player-game interaction: An ecological analysis of foreign language gameplay activi-
ties. International Journal of Game-Based Learning, 8(1), 1–18. https://doi.org/10.4018/IJGBL.2018010101
Jabbari, N., & Eslami, Z. R. (2019). Second language learning in the context of massively multiplayer online
games: A scoping review. ReCALL, 31(01), 92–113. https://doi.org/10.1017/S0958344018000058
Kao, C.-W. (2014). The effects of digital game-based learning task in English as a foreign language con-
texts: A meta-analysis. Education Journal, 42(2), 113–141.
Kitchenham, B. (2004). Procedures for performing systematic reviews (Technical Report 0400011T.1; pp. 1–26).
Keele University,.
Klimesch, W. (1994). The structure of long-term memory a connectivity model of semantic processing (1st ed.).
Psychology Press.
Kötter, M. (2003). Negotiation of meaning and codeswitching in online tandems. Language Learning &
Technology, 7(2), 145–172. http://dx.doi.org/10125/25203
Krashen, S. (1985). The input hypothesis. Longman.
Lan, Y.-J. (2015). Contextual EFL learning in a 3d virtual environment. Language Learning & Technology,
19(2), 16–31. http://dx.doi.org/10125/44412
Lantolf, J. P., Thorne, S. L., & Poehner, M. E. (2015). Sociocultural theiry and second language develop-
ment. In B. VanPatten, & J. Williams (Eds.), Theories in second language acquisition (p. 21). Routledge.
Larsen-Freeman, D. (2015). Complexity theory. In B. VanPatten, & J. Williams (Eds.), Theories in second
language acquisition (pp. 227–244). Routledge.
Larsen-Freeman, D. (2017). Looking ahead: Future directions in, and future research into, second lan-
guage acquisition. Foreign Language Annals, 51(1), 55–72. https://doi.org/10.1111/flan.12314
Lave, J., & Wenger, E. (1991). Situated learning. Legitimate peripheral participation. Cambridge University Press.
Li, R., Meng, Z., Tian, M., Zhang, Z., & Xiao, W. (2019). Modelling Chinese EFL learners’ flow experi-
ences in digital game-based vocabulary learning: The roles of learner and contextual factors. Computer
Assisted Language Learning, 1–22. https://doi.org/10.1080/09588221.2019.1619585
Li, Z. (2011). Adolescent English language learners’ second language literacy engagement in World of Warcraft (WoW)
[PhD Thesis, University of Florida]. http://www.learntechlib.org/p/126187
Lin, C.-J., Hwang, G.-J., Fu, Q.-K., & Chen, J.-F. (2018). A flipped contextual game-based learning
approach to enhancing EFL Students’ English business writing performance and reflective behaviors.
Educational Technology & Society, 21(3), 117–131. https://link.gale.com/apps/doc/A550300748/GPS?u=
gain40375&sid=GPS&xid=314aea98
32 Rui Huang and Matthew Schmidt
Punchihetti, S. (2013). First, second and foreign language learning: How distinctive are they from one
another? The European Conference on Language Learning 2013.
Rama, P. S., Black, R. W., van Es, E., & Warschauer, M. (2012). Affordances for second language learning
in world of warcraft. ReCALL, 24(3), 322–338. https://doi.org/10.1017/S0958344012000171
Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning.
The Phi Delta Kappan, 87(2), 104–111. http://www.jstor.org/stable/20441942
Shepherd, J. J., Doe, R. J., Arnold, M., Cheek, N., Zhu, Y., & Tang, J. (2011). Lost in the Middle
Kingdom: A second language acquisition video game. Proceedings of the 49th Annual Southeast Regional
Conference on - ACM-SE ‘11, 290–294. https://doi.org/10.1145/2016039.2016114
Shepherd, J. J., Doe, R. J., Arnold, M., Zhu, Y., & Tang, J. (2011). A Different Approach to Teaching
Chinese through Serious Games. Proceedings of the 6th International Conference on Foundations of Digital
Games, 304–306. https://doi.org/10.1145/2159365.2159420
Si, M. (2015). A virtual space for children to meet and practice Chinese. International Journal of Artificial
Intelligence in Education, 25(2), 271–290. Social Science Premium Collection. https://doi.org/10.1007/
s40593-014-0035-7
Stern, C., Jordan, Z., & McArthur, A. (2014). Developing the review question and inclusion criteria. AJN,
American Journal of Nursing, 114(4), 53–56. https://doi.org/10.1097/01.NAJ.0000445689.67800.86
Tang, J. T. (2020). Comparative study of game-based learning on preschoolers’ English vocabulary acqui-
sition in taiwan. Interactive Learning Environments, 1–16. https://doi.org/10.1080/10494820.2020.1865406
Toyoda, E., & Harrison, R. (2002). Categorization of text chat communication between learners and
native speakers of Japanese. Language Learning & Technology, 6(1), 82–99. http://dx.doi.org/10125/25144
Tsai, Y.-L., & Tsai, C.-C. (2018). Digital game-based second-language vocabulary learning and con-
ditions of research designs: A meta-analysis study. Computers & Education, 125, 345–357. https://doi.
org/10.1016/j.compedu.2018.06.020
Van Eck, R. N. (2015). Digital game-based learning: Still restless, after all these years. EDUCAUSE
Review, 13–28.
VanPatten, B., & Williams, J. (Eds.). (2015). Theories in second language acquisition. Routledge.
Vosburg, D. (2017). The effects of group dynamics on language learning and use in an MMOG. CALICO
Journal, 34(1), 58–74. http://dx.doi.org/10.1558/cj.29524
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
Wang, C., Lan, Y.-J., Tseng, W.-T., Lin, Y.-T. R., & Gupta, K. C.-L. (2020). On the effects of 3D virtual
worlds in language learning – A meta-analysis. Computer Assisted Language Learning, 33(8), 891–915.
https://doi.org/10.1080/09588221.2019.1598444
Wang, S.-Y., Hwang, G.-J., & Chen, S.-F. (2015). Development of a Contextual Game for Improving
English Vocabulary Learning Performance of Elementary School Students in Taiwan. 2015
IIAI 4th International Congress on Advanced Applied Informatics, 268–272. https://doi.org/10.1109/
IIAI-AAI.2015.161
Wei, C.-W., Kao, H.-Y., Lu, H.-H., & Liu, Y. C. (2018). The effects of competitive gaming scenarios and
personalized assistance strategies on English vocabulary learning. Educational Technology & Society, 21(3),
146–158. https://link.gale.com/apps/doc/A550300750/GPS?u=gain40375&sid=GPS&xid=17a5f035
Wen, Y. (2018). Chinese Character composition game with the augment paper. Journal of Educational
Technology & Society, 21(3), 132–145.
Wu, T.-T. (2018). Improving the effectiveness of English vocabulary review by integrating ARCS
with Mobile game-based learning. Journal of Computer Assisted Learning, 34(3), 315–323. https://doi.
org/10.1111/jcal.12244
Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2020). A scoping review of digital game-based tech-
nology on English language learning. Educational Technology Research & Development, 68(3), 877–904.
https://doi.org/10.1007/s11423-019-09702-2
Yang, J. C., Lin, M. Y. D., & Chen, S. Y. (2018). Effects of anxiety levels on learning performance
and gaming performance in digital game-based learning. Journal of Computer Assisted Learning, 34(3),
324–334. https://doi.org/10.1111/jcal.12245
Yang, Q.-F., Chang, S.-C., Hwang, G.-J., & Zou, D. (2020). Balancing cognitive complexity and gaming
level: Effects of a cognitive complexity-based competition game on EFL students’ English vocab-
ulary learning performance, anxiety and behaviors. Computers & Education, 148, 1–21. https://doi.
org/10.1016/j.compedu.2020.103808
34 Rui Huang and Matthew Schmidt
Yaşar, S. (2018). The role of massively multiplayer online role-playing games in extramural second lan-
guage learning: A literature review. Journal of Educational Technology and Online Learning, 1(3), 1–10. doi:.
Publicly Available Content Database; Social Science Premium Collection. https://doi.org/10.31681/
jetol.436100
Yudintseva, A. (2015). Game-enhanced second language vocabulary acquisition strategies: A systematic
review. Open Journal of Social Sciences, 03(10), 101–109. https://doi.org/10.4236/jss.2015.310015.
Zhang, R., Cheng, G., & Chen, X. (2020). Game-based self-regulated language learning: Theoretical
analysis and bibliometrics. PLoS ONE, 15(12), 1–14. https://doi.org/10.1371/journal.pone.0243827
Zou, D., Huang, Y., & Xie, H. (2019). Digital game-based vocabulary learning: Where are we and where
are we going? Computer Assisted Language Learning, 1–27. https://doi.org/10.1080/09588221.2019
.1640745
3
USE OF DIGITAL GAME CREATION TOOLS IN
COMPUTER ASSISTED LANGUAGE LEARNING
A systematic literature review
3.1 Introduction
In the last two decades, digital game-based learning (DGBL) has attracted attention in many dif-
ferent areas including language teaching. DGBL refers to the use of digital games for educational
purposes (All et al., 2016; Prensky, 2001) and is perceived to provide an ideal balance between
learning and gaming elements (Nussbaum & Beserra, 2014). In this sense, DGBL provides a
learning environment that is educational while being fun and entertaining (Bellotti et al., 2013).
With regard to DGBL, two types of games can be distinguished: (1) games for educational
purposes (serious games) and (2) games for entertainment purposes (commercial off-the-shelf
games) that are used in an educational context and with a specific purpose. All et al. (2016) and
Stewart et al. (2013) distinguish three types of serious games: those focusing on transmission of
knowledge (cognitive learning outcomes), those focusing on the acquisition of concrete skills
(skill-based learning outcomes) and those aiming to achieve attitudinal or behavioural change
(affective learning outcomes).
In the area of foreign language learning (FLL), digital games are generally employed with two
different purposes: to increase students’ engagement and motivation towards language learning
(affective learning outcomes) and to train and foster specific language skills (skill-based learning
outcomes) (Berns et al., 2013a; Brom et al., 2011; Connolly et al., 2012; Egenfeldt-Nielsen,
2007; Sampayo-Vargas et al., 2013). These skills usually cover a broad spectrum, from basic
language knowledge such as vocabulary and grammar, skills like listening, reading, writing and
speaking, to more specific skills. The latter include interaction, negotiation and effective com-
munication in the target language (Berns et al., 2016; García-Montero et al., 2001; Mukundan
et al., 2014). Literature reviews (Berns et al., 2013b; Jabbari & Eslami, 2019; Peterson, 2016)
show that while most language games focus on improving vocabulary, reading and writing
skills, collaborative online games and massive multiplayer online games (MMPOG) are often
used to stimulate students’ interaction and negotiation in the target language and thus foster
their communicative competence.
Along with the growing interest in DGBL, other educational trends are on the rise. One is
the increasing interest in promoting computational thinking (CT). The latter goes far beyond
a specific area of knowledge and is considered a key skill when preparing future generations
for a rapidly changing digital world and labour market (Dodero et al., 2017; European School
DOI: 10.4324/9781003240075-3
36 Anke Berns and Iván Ruiz-Rube
Network, 2015). CT is understood as the capacity to analyse, understand and formulate complex
problems in order to find solutions (García-Peñalvo, 2016; Moreno-León et al., 2016). Since CT
is believed to not only favour critical and analytical thinking but also help develop other fun-
damental skills including creative thinking, learning to learn, teamwork, reading and writing
(Costa et al., 2018; Deng-Teng & Ching-Yueh, 2014), many countries, educational institutions
and researchers have started focusing on this concept. This has been done by either integrating
the teaching of programming languages (PL) and creative computing into their curricula or
promoting them in different knowledge areas (Bean et al., 2015; Caspersen et al., 2019; Egbert
et al., 2021; European School Network, 2015; von Wangenheim et al., 2017; Wilson et al.,
2012). Some recent FLL studies in this area include Godwin-Jones (2015) and Barcomb et al.
(2017) who underline the need to turn foreign language (FL) teachers from mere technology
consumers into active designers of technology by teaching them how to code. The idea behind
this approach is twofold: (1) to prepare teachers to select, use and design the appropriate learning
resources that are in line with their students’ learning needs and learning styles and (2) to equip
instructors with the necessary knowledge to teach their learners to code and familiarise them
with programming logic and procedure. Learning such skills is seen as helpful for language
learning since the coding process requires several skills that are also key to successful language
learning. These skills include collaboration with peers, the ability to dissect a complex idea into
smaller elements and the deduction of grammar rules underlying the linguistic structures that
learners are exposed to when learning a language (Costa et al., 2018; Rottenhofer et al., 2021).
With the idea of nurturing CT training through creative computing, several end-user author-
ing tools such as Scratch, AppInventor, CoSpaces, and GameSalad have emerged in the last two
decades. These authoring tools provide teachers and students from all educational fields with a
highly intuitive developmental environment that allows them to easily create their own interac-
tive apps, animations and games (Costa et al., 2018; Dodero et al., 2017).
While recent studies in language teaching suggest a rising need to train teachers in coding
and the use of end-user development tools to help them design their own teaching resources,
little research has been conducted in the area of FLL (Barcomb et al., 2017; Costa et al., 2018;
Godwin-Jones, 2015). The current work intends to address these gaps by conducting a system-
atic literature review (SLR) on the topic.
In the case of Scratch, the website (https://scratch.mit.edu/) allows its users to creatively combine
different media (graphics, sounds and other programs) and develop their own personalised interactive
stories, games, animations and simulations by importing content such as photos, music clips or audio
recordings. In addition, by using the Scratch website launched in 2007, users can share and remix
their creations and projects with one another, comment, discuss and thus collaborate on each other’s
projects (Maloney et al., 2010; Resnick et al., 2009). Scratch can be downloaded for free from its offi-
cial website. Some interesting studies on how Scratch has been successfully implemented in the FL
classroom are those by Costa et al. (2016, 2018) and Moreno-León and Robles (2015). Both studies
analyse and compare the impact of using Scratch versus more traditional tools on students’ motivation
as well as language learning. The results of both studies indicate that students who used Scratch to
develop different projects related with their English classes not only improved their reading and writ-
ing skills as reported by Costa et al. (2016, 2018) or improved vocabulary and grammar knowledge as
reported by Moreno-León and Robles (2015) but also obtained better learning outcomes compared
with their peers who learned via traditional learning resources.
App Inventor, meanwhile, was launched by Google in 2010. After a few years, MIT took
over the project and began to develop and host App Inventor 2 (László Takács et al., 2018). App
Inventor is a visual programming platform, comparable to Scratch, that aims to make program-
ming easy and accessible for everyone with no need for familiarity with traditional programming
languages (Morelli et al., 2011). The tool allows the creation of apps for two different operat-
ing systems, that is, Android and iOS. It is free and open-source software released under dual
licensing: a Creative Commons Attribution-ShareAlike 3.0 Unported License and an Apache
License 2.0 for the source code visual objects to create an application that can run on mobile
devices (David et al., 2015; Patton et al., 2019). A notable study on the use of App Inventor (in
combination with VEDILS: http://vedils.uca.es/web/index.html) in the FL classroom is Berns
et al. (2018). The study describes the development and implementation of a VR-based app (Let’s
date!) in an A1 level German FL course (CEFR). The app, which was developed by the teachers
involved in the project, aimed to provide students with the opportunity to practice listening and
speaking skills and at the same time strengthen their pronunciation skills.
CoSpaces is another authoring tool that, like Scratch, targets young learners and allows its
users to create virtual reality-based (VR) environments. It is a mixed-reality web-based appli-
cation and authoring tool that, like Scratch and AppInventor, does not require any specific
programming knowledge. It can thus be used by teachers and students to easily create simple
or more complex virtual environments. Such environments can be games, interactive stories or
immersive virtual tours based on 360-degree videos or panoramic views. Additionally, CoSpaces
provides its users with a 3D editor, a visual programming and class management interface and
VR capacity (Mouzakis et al., 2021). The authoring toolkit can be downloaded from the official
CoSpaces website. An important study in the FLL field was carried out by Yi-ling et al. (2020),
which involved the use of CoSpaces Edu with 24 elementary students learning English. Students
were asked to work in small groups and create four VR scenes with avatar dialogues for each
scene. The results of the study highlight that the learning experience increased both the stu-
dents’ motivation to learn English as well as their language outcomes. Regarding the latter, the
authors especially emphasize improvements in terms of vocabulary learning as well as writing.
Similar authoring tools, especially in terms of features and usability, are Alice, GameMaker,
GameSalad and Gamelearn. Alice was first developed in 1994 at the University of Virginia
and further developed in 1997 at Carnegie Mellon University (CMU) (Conway et al., 2000).
GameMaker was created by Mark Overmars in 1999 and further developed by YoYo Games in
2017 (Squire, 2011) whereas GameSalad and Gamelearn were launched by private companies of
the same name in 2007. The added value of Gamelearn compared with other visual authoring
38 Anke Berns and Iván Ruiz-Rube
tools is that it allows its users to easily access the learning management system (LMS) and thus
track their students’ results, which is key for assessing their learning process.
All four authoring tools can be downloaded from their respective websites, offering novice
students numerous tools, including a gallery with 3D models, a drag-and-drop and graphical
user interface, to easily develop their own computer animations and games (Barcomb et al.,
2017; Cooper et al., 2000; Dekhane & Xu, 2012; Deng-Teng & Ching-Yueh, 2014). Games can
be developed for different platforms: iOS, Android, Mac, Windows and HTML5.
3.3 Methodology
3.3.1 Purpose of the study and research questions
By identifying and measuring the use and level of acceptance of end-user authoring tools in the
area of FLL, we intend to answer the following research questions:
1. What end-user authoring tools do creators use the most to design language learning games?
2. At what educational level are end-user authoring tools used?
3. What kind of skills and language content are supported by the language games created and
end-user authoring tools used?
4. What kind of empirical studies are found?
5. Does CT and coding benefit FLL learning?
To answer our research questions, the following section focuses on a more detailed analysis of
the use of end-user authoring tools in FLL. To this end, we conduct an SLR to identify and ana-
lyse the most relevant and recent studies carried out in the field of FLL. By doing so, we intend
to help CALL practitioners and researchers interested in the topic to become familiar with an
emerging research field. Despite being still on the fringes, it provides interesting opportunities
to enrich the language teaching and learning process.
• Off-topic: Studies that are not directly related to our topic of interest
• Unsupported language: Studies that have been published in a language different from
English
• Duplicated: Studies that provide the same or similar information regarding other works
that have already been included
In addition, for a study to be included in our analysis, it needed to fulfil the following eligibility
criteria:
• Uses some of the targeted end-user authoring tools in the area of FLL
• Provides the results of an empirical research study
• Was published in a peer-reviewed journal, book or conference proceedings in English
The results obtained for each end-user authoring tool are presented in Table 3.1.
Given that most of the studies found did not meet the selection criteria established, the corpus
of literature relevant to our analysis was reduced to a total of 12 studies. Eight studies focused
on Scratch, three on App Inventor and one on CoSpaces. The remaining end-user authoring
tools could not be included in our analysis since none of the studies retrieved met the eligibility
criteria. Table 3.A (see Appendix 1) provides a comprehensive list of the included studies.
Unsupported
Authoring Tool Source Found Duplicated Language Off-topic Valid
Authoring tool: Name of the tool used by the author(s) to create the language game
Educational level: Learners targeted
Learning goal: Skills and language content targeted
Study type: Type of quantitative research
Duration of study and sample size: Duration of the empirical study and number of
students involved
Educational outcomes: Reported outcomes in terms of learning and motivation The
results are presented in Table 3.2.
3.3.3 Results
Below we present the results obtained from the analysis to answer each research question.
Authoring Tool Educational Learning Goal Study type Duration/sample Educational Outcomes
Level size
Scratch
and then asked to create several language learning games (Quan, 2015, 2017). However, while
all projects on Scratch focused on FLL through coding, the three studies found on App Inventor
focused exclusively on FLL through the implementation of previously designed language games
(Berns et al., 2018; Mose, 2015; Yeh et al., 2017; Yi-ling et al., 2020). The latter projects were
designed either by the language teachers or game developers involved.
Regarding the language content and language skills targeted, the studies show that there is a
clear trend of designing language games for enhancing oral skills (Figure 3.4).
In fact, six out of the 12 studies focused on the training of oral skills (Berns et al., 2018; Costa
et al., 2018; Michailidis et al., 2021; Pena & Pladevall-Ballester, 2020; Pinto & Escudeiro, 2017;
Yeh et al., 2017). The second most targeted language skills were reading and writing) as well as
vocabulary learning. In this sense, three out of 12 studies targeted the training of reading and/
or writing skills (Costa et al., 2016, 2018; Yi-ling et al., 2020), and another three out of 12
FIGURE 3.2 Educational Level at Which End-user Authoring Tools were Used
Use of Digital Game Creation Tools 43
focused on vocabulary learning (Moreno-León & Robles, 2015; Mose, 2015; Yi-ling et al.,
2020). However, it is notable that grammar is the least targeted language item, with only one
out of 12 studies focusing on it (Moreno-León & Robles, 2015).
learning results based on pre- and post-test measurements. In contrast, the descriptive stud-
ies employed instruments such as questionnaires (Berns et al., 2018), student reports (Quan,
2015 & 2017) as well as user feedback to evaluate the learning tools used (Mose, 2015; Pinto &
Escudeiro, 2017; Yi-ling et al., 2020).
In terms of duration, it is notable that only those studies that focused on combining FLL with
CT and coding lasted for a number of sessions or even one or more semesters (Quan, 2015, 2017;
Yi-ling et al., 2020). On the contrary, studies that concentrated merely on FLL (Berns et al.,
2018; Mose, 2015; Yeh et al., 2017), through the implementation of previously designed materi-
als by the teacher or game developer, lasted only one session (see Figure 3.5).
Finally, a look at the sample sizes used for each study highlights that the number of students
involved was in general low (Figure 3.6).
As illustrated by Figure 3.6 seven out of 12 studies were carried out with fewer than 34 stu-
dents (Berns et al., 2018; Costa et al., 2016, 2018; Mose, 2015; Pena & Pladevall-Ballester, 2020;
Pinto & Escudeiro, 2017; Yi-ling et al., 2020), whereas only three out of 12 had slightly larger
sample sizes, with 40 up to 66 students participating (Michailidis et al., 2021; Moreno-León &
Robles, 2015; Yeh et al., 2017). The remaining two studies do not provide any information on
the sample size involved (Quan, 2015, 2017) indicating only the duration of the study.
and coding skills to promote the learning of other skills such as critical, analytical and creative
thinking, at the same time benefiting language learning processes.
3.4 Discussion
The results in Section 3.3 allowed us to answer the research questions. With regard to the first
question, a close examination of empirical studies published in the past decade (2011–2021)
revealed that language teachers’ and researchers’ utilisation of authoring tools such as Scratch,
App Inventor, CoSpaces, Alice, GameMaker, Gamelearn and GameSalad remains on the fringes
of FLL. In fact, most works focus on Scratch, which is in line with the increasing popularity of
the platform since 2014 (see https://scratch.mit.edu/statistics/).
Regarding the second research question, the analysed authoring tools in the context of
the current study were mostly used with primary language students combining the FLL with
programming learning (Costa et al., 2016, 2018; Michailidis et al., 2021; Moreno-León &
Robles, 2015; Pena & Pladevall-Ballester, 2020; Pinto et al., 2017; Yi-ling at al., 2020). The
authoring tools were used with university students in only five cases (Berns et al., 2018;
Mose, 2015; Yeh et al., 2017; Quan, 2015, 2017), two of which combined coding teaching
with FLL (Quan, 2015, 2017). This implies that students studying linguistics, who are thus
potential language teachers, should be trained to code so that they can create language games
as future teaching and learning resources. Unlike those carried out by Quan (2015, 2017),
the remaining three projects focused on the use of language games created by the language
teachers themselves. Authoring tools were in this case used to provide language learners with
an engaging and interactive learning environment. The fact that end-user authoring tools are
still primarily used in elementary education reflects the increasing trend to integrate coding
in the school curricula of young learners on the one hand (European School Network, 2015).
On the other hand, it reflects the need to promote its use more amongst students and teachers
at higher levels of education; that is, by integrating subjects such as programming in the cur-
riculum of higher education degrees (Dodero et al., 2017).
Regarding the third research question, most of the authoring tools were employed to
create language games focusing not on vocabulary and grammar learning – as the authors
initially expected – but instead on reading and writing as well as on improving speaking,
pronunciation and listening comprehension or intercultural competence. The results thus
suggest that end-user authoring tools such as those analysed in the current study offer users
interesting opportunities and tools for creating language games and learning resources. The
latter go far beyond the learning of basic language contents and allow for the training of
other equally important skills including speaking or pronunciation, writing, reading and
listening.
With respect to the fourth research question, four different types of studies were found:
pre-experimental, experimental, quasi-experimental and descriptive studies. Nonetheless, the
analysis of the studies has highlighted that all of them require to have greater samples and be
carried out over a longer period to yield reliable conclusions (Berns et al., 2018; Costa et al.,
2018; Michailidis et al., 2021; Moreno-León & Robles, 2015). These results are consistent with
those reported in response to research question 2, reinforcing the need to better promote the use
of end-user authoring tools amongst language teachers.
With regards to the fifth research question, our SLR highlights that end-user authoring tools to
teach coding through the design of language learning games have been marginally used until now.
In fact, only a few projects and studies have been developed and implemented so far in FLL. Equally
noteworthy is that Scratch was the most frequently used authoring tool for such projects, whereas
Use of Digital Game Creation Tools 47
CoSpaces was used in only one case. This affirms Costa et al.’s (2016) assertion that although research
has shown the positive impact of code learning since primary school, little research has been done so
far to explore the potential of authoring tools in enhancing FLL through coding and CT.
Despite the research gap, the results of the studies suggest that the participatory and construc-
tionist approach (Costa et al., 2018; Kuure et al., 2016) behind coding encourages learners to
become active participants in their learning process. Hence, by creating their own learning games
and resources, they actively engage in the construction of their knowledge. The latter is rein-
forced by the fact that coding is often done in the form of teamwork, which requires learners
to interact with one another and create game dialogues and other language contents (Moreno-
León & Robles, 2015; Yi-ling et al., 2020). However, the participatory and constructionist
approach is not new in teaching and learning but has long been identified by many scholars as
key to learning in general and language learning in particular (Brooks & Brooks, 1993; Sun
& Chang, 2012; Swain et al., 2002; Vygotsky, 1978). As stated by Swain et al. (2002, p. 172),
knowledge-construction occurs when students work jointly ‘to solve linguistic problems and/
or co-construct language or knowledge about language.’ Creating language games with visual
end-user authoring tools, as the ones in the present study, implies not only learning to use a
block-based programming language but also organising and structuring the FL contents previ-
ously acquired in class. This implies, amongst others, that students must understand the rules
governing the target language morphology, syntax, and semantics (Rottenhofer et al., 2021;
Sanjanaashree et al., 2014). This is exactly where critical and analytical thinking comes into
play and where language learners are challenged to reflect on their language knowledge and the
rules that govern different syntactic structures such as the position of nouns, verbs, adverbs, and
adjectives. Language skills that are said to especially benefit from this activity are writing and
reading (Costa et al., 2016; 2018).
have allowed the authors to gain a deeper insight into European trends and projects to promote
the use of end-user authoring tools in the area of FLL.
Acknowledgement
This research was funded by the Spanish Research Agency AEI (DOI:10.13039/501100011033)
through the project CRÊPES (ref. PID2020-115844RB-I00) with ERDF funds.
References
All, A., Nuñez Castellar, E. P., & Van Loy, J. (2016). Assessing the effectiveness of digital game-
based learning: Best practices. Computers & Education, 92-93, 90–103. https://doi.org/10.1016/j.
compedu.2015.10.007
Barcomb, M., Grimshaw, J., & Cardoso, W. (2017). I can’t program! Customizable mobile language-
learning resources for researchers and practitioners. Languages, 2(3), 1–15. https://doi.org/10.3390/
languages2030008
Bean, N., Weese, J., Feldhausen, R., & Bell, R. S. (2015). Starting from scratch: Developing a pre-
service teacher training program in computational thinking. In Proceedings of the 2015 IEEE Frontiers in
Education Conference (FIE) (pp. 1–8). IEEE. https://doi.org/10.1109/fie.2015.7344237
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., & Berta, R. (2013). Assessment in and of serious games:
An overview. Advances in Human-Computer Interaction, 1, 1–12. https://doi.org/10.1155/2013/136864
Berns, A., González-Pardo, A., & Camacho, D. (2013a). Game-like language learning in 3-D virtual
environments. Computers & Education, 60(1), 210–220. https://doi.org/10.1016/j.compedu.2012.07.001
Berns, A., Palomo-Duarte, M., Dodero, J. M., & Valero Franco, C. (2013b). Using 3-d online games to
assess students’ foreign language acquisition and communicative competence. In D. Hernández-Leo
et al. (Eds.), Scaling up learning for sustained impact (pp. 19–31). Springer. http://dx.doi.org/10.1007/978-3-
642-40814-4-3
Berns, A., Isla-Montes, J. L., Palomo-Duarte, M., & Dodero, J. M. (2016). Motivation, students’ needs and
learning outcomes: A hybrid game-based app for enhanced language learning. SpringerPlus, 5(1), 1–23.
https://doi.org/10.1186/s40064-016-2971-1
Berns, A., Mota, J. M., Ruiz-Rube, I., & Dodero, J. M. (2018). Exploring the potential of a 360°
video application for foreign language learning. In F.J. García-Peñalvo (Ed.), Proceedings of the Sixth
International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 776–780). ACM.
https://doi.org/10.1145/3284179.3284309
Brom, C., Preuss, M., & Klement, D. (2011). Are educational computer micro-games engaging and effec-
tive for knowledge acquisition at high-schools? A quasi-experimental study. Computers & Education,
57(3), 1971–1988. https://doi.org/10.1016/j.compedu.2011.04.007
Brooks, J. G., & Brooks, B. G. (1993). In search of understanding: The case for constructivist classrooms.
Association for Supervision and Curriculum Development.
Use of Digital Game Creation Tools 49
Caspersen, M. E., Gal-Ezer, J., McGettrick, A., & Nardell, E. (2019). Informatics as a fundamental disci-
pline for the 21st century. Communications of the ACM, 62(4), 58–63. https://doi.org/10.1145/3310330
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature
review of empirical evidence on computer games and serious games. Computers & Education, 59(2),
661–686. https://doi.org/10.1016/j.compedu.2012.03.004
Conway, M., Audia, S., Burnette, T., Cosgrove, D., & Christiansen, K. (2000). Alice: Lessons learned from
building a 3D system for novices. In T. Turner & G. Szwillus (Eds.), Proceedings of the SIGCHI conference
on Human Factors in Computing Systems (pp. 486–493). ACM. https://doi.org/10.1145/332040.332481
Cooper, S., Dann, W., & Pausch, R. (2000). Alice: A 3-d tool for introductory programming concepts.
Journal of Computing Sciences in Colleges, 15(5), 107–116.
Costa, S., Gomes, A., & Pessoa, T. (2016). Using Scratch to teach and learn English as a foreign language
in elementary school. International Journal of Education, 1, 207–213.
Costa, S., Santos, M. S., Abreu, P., Pessoa, T., & Gomes, A. (2018). The role of computer programming as a
partner in the English classroom. In T. Bastiaens (Ed.), Proceedings of EdMedia: World Conference on Educational
Media and Technology (pp.1113–1122). Association for the Advancement of Computing in Education (AACE).
David, W., Abelson, H., Spertus, E., & Looney, L. (2015). App inventor: Create your own Android apps.
O’Reilly Media, Inc.
Dekhane, S., & Xu, X. (2012). Engaging students in computing using GameSalad: A pilot study. Journal of
Computing Sciences in Colleges, 28(2), 117–123.
Deng-Teng, S., & Ching-Yueh, T. (2014). Easing the creation process of games for the non-programmers:
A GUI application to teaching art students. In Proceedings of the Academic Conference of College of Industrial
Technology, Nihon University (pp. 405–408).
Dodero, J. M., Mota, J. M., & Ruiz-Rube, I. (2017). Bringing computational thinking to teachers’ train-
ing: A workshop review. In J. M. Dodero, M. S. Ibarra Sáiz, & I. Ruiz-Rube (Eds.), Proceedings of the
5th International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 1–6). ACM.
https://doi.org/10.1145/3144826.3145352
Egbert, J., Shahrokni, S. A., Abobaker, R., & Borysenko, N. (2021). “It’s a chance to make mistakes”:
Processes and outcomes of coding in 2nd grade classrooms. Computers & Education, 168, 1–24. https://
doi.org/10.1016/j.compedu.2021.104173
Egenfeldt-Nielsen, S. (2007). Third generation educational use of computer games. Journal of Educational
Multimedia and Hypermedia, 16(3), 263–281.
European School Network. (2015). Computing our future. Computer programming and coding priori-
ties, school curricula and initiatives across Europe. Available online at http://www.eun.org/c/docu-
ment library/get file?uuid=521cb928-6ec4-4a86-b522- 9d8fd5cf60ce&groupId=43887
García-Montero, A., Rising, B., & Watts, F. (2001). Simulation gaming and the acquisition of com-
municative competence in another language. Simulation & Gaming, 32(4), 481–491. https://doi.
org/10.1177/104687810103200405
García-Peñalvo, F. J. (2016). What computational thinking is. Journal of Information Technology Research, 9(3), 5–8.
Godwin-Jones, R. (2015). The evolving roles of language teachers: Trained coders, local researchers,
global citizens. Language Learning & Technology, 19(1), 10–22. http://hdl.handle.net/10125/73443
Jabbari, N., & Eslami, Z. (2019). Second language learning in the context of massively multiplayer online
games: A scoping review. ReCALL, 31(1), 92–113. https://doi.org/10.1017/S0958344018000058
Kuure, L., Molin-Juustila, T., Keisanen, T., Riekki, M., Iivari, N., & Kinnula, M. (2016). Switching per-
spectives: From a language teacher to a designer of language learning with new technologies. Computer
Assisted Language Learning, 29(5), 925–941. https://doi.org/10.1080/09588221.2015.1068815
László Takács, V., Bubno, K., & Szilagyi, R. (2018). Tools to develop end-user programming skills from
primary school to higher education. International Journal of Engineering and Management Sciences, 3(1),
30–40. https://doi.org/10.21791/IJEMS.2018.1.5
Maloney, J., Resnick, M., Rusk, N., Silverman, B., & Eastmond, E. (2010). The scratch programming
language and environment. Transactions on Computing Education, 10(4), 1–15. https://doi.org/10.1145/
1868358.1868363
Michailidis, H., Michailidi, E., Tavoultzidou, S., & Fragulis, G. F. (2021). Teaching young learners a foreign
language via tangible and graphical user interfaces. In D. Roy, G. Fragulis, & H. A. Cantu Campos (Eds.),
The 3rd ETLTC International Conference on Information and Communications Technology (ETLTC2021). SHS
Web of Conferences vol. 102 (pp. 1–9). https://doi.org/10.1051/shsconf/202110201014
50 Anke Berns and Iván Ruiz-Rube
Moher, D., Shamseer, L., Clarke, M., Ghersi, D., Liberati, A., Petticrew, M., Shekelle, P., & Stewart, L. A.
(2015). Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-p) 2015
statement. Systematic Reviews, 4(1), 1–9. https://doi.org/10.1186/2046-4053-4-1
Morelli, R., De Lanerolle, T., Lake, P., Limardo, N., Tamotsu, E., & Uche, C. (2011, March). Can
Android App Inventor bring computational thinking to K-12?. In Proceedings of the 42nd ACM Technical
Symposium on Computer Science Education (SIGCSE’11) (pp. 1–6). ACM.
Moreno-León, J., & Robles, G. (2015). Computer programming as an educational tool in the English
classroom: A preliminary study. In T. Tehnikaülikool (Ed.), Proceedings of 2015 IEEE Global
Engineering Education Conference (EDUCON2015) (pp. 961–966). IEEE. https://doi.org/10.1109/
EDUCON.2015.7096089
Moreno-León, J., Robles, G., & Román-González, M. (2016). Code to learn: Where does it belong in
the k-12 curriculum? Journal of Information Technology Education: Research, 15, 283–303. https://doi.
org/10.28945/3521
Mose, P. (2015). Mobile Apps in a language classroom: MIT app inventor. Journal of Gender, Information and
Development in Africa, 4(12), 35–50.
Mouzakis, C., Ververidis, D., Girao, L. M., Patz, N., Nikolopoulos, S., & Kompatsiaris, I. (2021). Holistic
requirements analysis for specifying new systems for 3D media production and promotion. Sustainability,
13(15), 1–21. https://doi.org/10.3390/su13158155
Mukundan, J., Kalajahi, R., & Naghdipour, B. (2014). The potential of incorporating computer games
in foreign language curricula. Advances in Language and Literary Studies, 5(2), 19–24. http://dx.doi.
org/10.7575/aiac.alls.v.5n.2p.19
Nussbaum, M., & Beserra, V. D. S. (2014). Educational video game design. In, 2014 Proceedings of the IEEE 14th
International Conference on Advanced Learning Technologies (pp. 2–3). IEEE. https://doi.org/10.1109/ICALT.2014.9
Patton, E. W., Tissenbaum, M., & Harunani, F. (2019). MIT app inventor: Objectives, design, and devel-
opment. In S. Kong & H. Abelson (Eds.), Computational thinking education (pp. 31–49). Springer. https://
doi.org/10.1007/978-981-13-6528-7_3
Pena, C. A., & Pladevall-Ballester, E. (2020). Effects of focus on form on primary CLIL students’ foreign
language performance in task-based oral interaction. Journal of Immersion and Content-Based Language
Education, 8(1), 53–79. https://doi.org/10.1075/jicb.8.1
Peterson, M. (2016). The use of massively multiplayer online role playing games in CALL: An Analysis
of research. Computer Assisted Language Learning, 29(7), 1181–1194. https://doi.org/10.1080/09588221
.2016.1197949
Pinto, A. M. F. L. O., & Escudeiro, P. M. D. S. O. (2017). The promotion of the 21st century learning skills
through the development of games using scratch. Journal on Advances in Theoretical and Applied Informatics, 3(1),
10–15.
Prensky, M. (2001). Digital game-based learning. McGraw-Hill.
Quan, C. G. (2015). Student teachers evaluating and assessing SCRATCH in the applied linguis-
tics classroom. Procedia - Social and Behavioral Sciences, 174, 1450–1456. https://doi.org/10.1016/j.
sbspro.2015.01.774
Quan, C. G. (2017). The pros and cons of requiring SCRATCH in the applied linguistics classroom:
Student and student-teachers’ reactions and recommendations, instructor’s observations for EISTA
2017. In N. Callaos, (Eds.), Proceedings of the 11th International Multi-Conference on Society, Cybernetics and
Informatics, (pp. 87–92). Curran Associates.
Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., Millner,
A., Rosenbaum, E., Silver, J., Silverman, B., & Kafai, Y. (2009). Scratch: Programming for all.
Communications of the ACM, 52(11), 59–67. https://doi.org/10.1145/1592761.1592779
Rottenhofer, M., Sabitzer, B., & Rankin, T. (2021). Developing computational thinking skills
through modeling in language lessons. Open Education Studies, 3(1), 17–25. https://doi.org/10.1515/
edu-2020-0138
Ruiz-Rube, I., Mota, J. M., Person, T., Corral, J. M. R., & Dodero, J. M. (2019). Block-based devel-
opment of mobile learning experiences for the internet of things. Sensors, 19, 23–41. https://doi.
org/10.3390/s19245467
Sampayo-Vargas, S., Cope, C. J., He, Z., & Byrne, G. M. (2013). The effectiveness of adaptive diffi-
culty adjustments on students’ motivation and learning in an educational computer game. Computers &
Education, 69, 452–462. https://doi.org/10.1016/j.compedu.2013.07.004
Use of Digital Game Creation Tools 51
Sanjanaashree, P., Anand Kumar, M., & Soman, K. P. (2014). Language learning for visual and auditory
learners using scratch toolkit. In K. Thangadurai & G. Sudha Devi (Eds.), 2014 International Conference
on Computer Communication and Informatics (pp. 1–5). https://doi.org/10.1109/ICCCI.2014.6921765
Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age, technology,
Education–Connections (the TEC series). Teachers College Press.
Stewart, J., Bleumers, L., Van Looy, J., Mariëen, I., All, A., Schurmans, D., Willaert, K., De Grove, F.,
Jacobs, A., & Misuraca, G. (2013). The potential of digital games for empowerment and social inclusion of
groups at risk of social and economic exclusion: Evidence and opportunity for policy ( JRC publication no 78777).
Publications Office of the European Union. https://doi.org/10.2791/88148
Sun, Y. C., & Chang, Y. J. (2012). Blogging to learn: Becoming EFL academic writers through collabo-
rative dialogues. Language Learning & Technology, 16(1), 43–61. http://llt.msu.edu/issues/february2012/
sunchang.pdf
Swain, M., Brooks, L., & Tocalli-Beller, A. (2002). Peer-peer Dialogue as a means of second language
learning. Annual Review of Applied Linguistics, 22, 171–185. https://doi.org/10.1017/S0267190502000090
von Wangenheim, C. G., Alves, N. C., Rodrigues, P. E., & Hauck, J. C. (2017). Teaching computing in
a multidisciplinary way in social studies classes in school - a case study. International Journal of Computer
Science Education in Schools, 1(2), 3–16. https://doi.org/10.21585/ijcses.v1i2.9
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University
Press.
Wilson, T., Hainey, A., & Connolly, T. (2012). Evaluation of computer games developed by primary
school children to gauge understanding of programming concepts. In P. Felicia (Ed.), Proceedings of the
6th European Conference on Games-based Learning (pp. 4–5). University of the West of Scotland.
Yeh, H. Y., Tsai, Y. T., & Chang, C. K. (2017). Android app development for teaching reduced forms
of EFL listening comprehension to decrease cognitive load. In J. Liu et al. (Eds.), Proceedings of the 6th
International Conference of Educational Innovation Through Technology (pp. 316–321). IEEE.
Yi-ling, L., Hsiao-feng, W., & Yu-ting, L. (2020, June). Integration of students’ self-designed VR materi-
als into English as a foreign language learning classroom: Effects and pitfalls. In Program booklet of the 3rd
pan-pacific technology-enhanced language learning & critical thinking meeting (PPTELL 2020) (pp. 105–106).
University of North Texas.
Appendix 1
4.1 Introduction
Digital games have been frequently praised in the field of Computer-Assisted Language
Learning (CALL) for the large amount of contextualized second language (L2) input that they
can provide to learners (e.g., Dixon & Christison, 2021; Peterson, 2016; Reinhardt, 2019).
Although this input is often seen as a key characteristic for explaining the positive effects
that games can have on L2 learning outcomes, the current literature has tended to generalize
L2 learning outcomes to specific genres of digital games, like massively multiplayer online
(MMO) games, or a specific title, such as World of Warcraft (Blizzard Entertainment, 2004).
Furthermore, much of the digital game-based language learning (DGBLL) literature tends
to focus primarily on L2 vocabulary gains as was reported in a recent DGBLL meta-analysis
(Dixon et al., 2022). Since the current literature is limited in scope, Reinhardt (2021) argues
that we have not yet pinpointed exactly which game designs or mechanics are most correlated
with the L2 gains reported in the literature. To this point, Reinhardt (2021) argues convinc-
ingly for a shift in DGBLL research that moves away from a focus on game genres, ‘which
are dynamic and difficult to define’ and, instead, targets specific ‘game design mechanics and
features’ (p. 74) and the effects that these targeted mechanics have on L2 learning outcomes.
Reinhardt describes game mechanics as essentially the operationalization of the rules of a
game where ‘mechanics can be thought of as delimiting what is required or optional … like
destroying monsters, collecting resources, or taking turns’ (p. 75). Game mechanics might
also simply be thought of as what the Player can do and in what context, or as algorithms that
follow sequences of if/then statements depending on what a player chooses to do (e.g., if the
Player presses X, their avatar moves to Y).
In the framework presented in this chapter, game mechanics (at least the mechanics that
involve language use) are identified through ‘situational analyses’ that identify ‘a language
variety associated with a particular situation of use,’ situations that are referred to as ‘registers’
(Biber & Conrad, 2019, p. 31). As Biber and Conrad explain, because of a register’s unique
situational contexts, including their unique communicative purposes, certain lexical and
grammatical features appear more frequently in one register when compared to another. This
variation in feature frequency is functionally interpreted by the characteristics described in the
situational analyses. For example, in face-to-face conversations, one of the major situational
DOI: 10.4324/9781003240075-4
A Methodological Framework 53
characteristics include the participants. Because the participants share the same temporal space
and context, this shared setting allows for the use of deictics (e.g., here, there, this), which is
not possible in written registers such as academic prose, as the reader and writer do not share
a physical space.
Although Biber and Conrad’s register perspective was not specifically developed for gam-
ing contexts, Biber and Conrad (2019) stress that register analysis can be applied to any lan-
guage-use situation. Like a register, a game mechanic that uses language does so to serve
specific communicative purposes in a game. For example, one common purpose is to commu-
nicate to the Player the steps required to complete a particular goal or quest. These quest-related
mechanics typically use only written language, whereas in other contexts, like interacting
with the game’s automated characters (referred to as non-player characters; NPCs), pre-recorded
spoken audio is used. The specific audio file that plays will often depend on the choices that
the Player makes during the conversation. At times, the Player may be prompted to make
choices that influence the outcomes of the conversation as well as the broader storylines within
the games. At other times, the Player is not given response options, and they can only passively
watch a conversation between characters in the game. Thus, from a linguistic perspective,
registers and mechanics can essentially refer to the same concept: a language variety associated
with a particular situation of use. As Reinhardt (2021) and (Dixon et al., 2022) argue, these
varying contexts of language use within a game are too often ignored in research, limiting the
generalizability of research findings.
Drawing on Biber and Conrad’s (2019) register analysis approach, this chapter presents a
method for identifying, describing, and quantitatively analyzing the language in games with
the goal of advancing understanding of the L2 input that games can provide L2 learners. To be
clear, the language being targeted refers to the actual language in the games themselves, not
the language used by the real-life players. The input from games has been referred to as ‘envi-
ronmental input’ by Dixon (2014) to differentiate from input that comes from real-life players
communicating with one another.
unambiguous directions to the Player, which can help ‘explain the lower ratio of advanced
words within quest objectives’ (p. 18). This lower use of advanced words in quest objectives
may be beneficial for L2 learners because this game mechanic does not require as much vocab-
ulary knowledge as the language used in other mechanics, like dialogue trees. Furthermore,
Dixon reported that the written game registers repeated words more often, which he sug-
gests can allow for ‘incidental form and meaning connections to be made through associative
learning’ (p. 20). This associative learning may lead ‘to habitual and automatic access of those
forms’ (p. 20), which draws on the usage-based perspective put forth by Ellis (2019).
1. What registers can be identified through a situational analysis of the language used in the
targeted population of games?
2. To what extent do the identified spoken game registers compare to real-world spoken lan-
guage as measured by the frequencies of 15 linguistic features common in speech?
A Methodological Framework 55
4.4. Method
4.4.1 The target population of games
Four games were selected to serve as a sample representing a broader target population of games:
Fallout 4 (Bethesda Game Studios, 2015), Divinity Original Sin II (Larian Studios, 2017), the
Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011), and the Witcher III: Wild Hunt (CD
Projekt Red, 2015). These games, and the broader population they aim to represent, are lin-
guistically interesting because they have extensive narratives that incorporate hundreds of hours
of recorded audio and thousands of written texts, providing a wealth of input for gamers who
choose to play such games in their L2. The targeted population are often referred to as single-
player open-world role-playing games. The games are designed to be played by just one person at a
time rather than groups of players like in multiplayer games. The term open world suggests that
the tasks and objectives (i.e., quests) do not need to be completed in a set order, a mechanic that
encourages the Player to explore the virtual world as they see fit. The game developers and
publishers make no claims about the educational value of these games, which are marketed for
entertainment purposes.
The targeted population of games draws heavily on many well-established mechanics made
popular several decades ago in the tabletop game Dungeons & Dragons (D&D; Gygax, 1978). Like
D&D, open-world RPGs typically begin by creating a Player Character. The Player Character
represents the real-life Player in the game’s virtual setting. In this setting, the Player searches
for quests and completes a series of tasks related to those quests. After completing a quest, they
are awarded experience points, points that are used to strengthen the Player Character’s attributes,
skills, and equipment. For example, investments in attributes can open up options for new
abilities or skills that allow the character to attempt more challenging quests and defeat more
powerful foes.
4.4.2 Data collection: Compiling the Single Player Offline Corpus (SPOC)
The goal in compiling the Single Player Offline Corpus (SPOC) was to separate the language
in the four digital games into naturally occurring, recognizably self-contained, and functional
units of observation (see Egbert & Schnur, 2018), simply referred to as texts. Another goal was
to make the corpus 100% accurate to the language that the Player could actually see and hear
during gameplay. For this reason, the digital language files were extracted from the games them-
selves rather than scraping transcriptions of this language from community websites, which can
often contain a number of inaccurate transcriptions.
The process of extracting these files can be quite challenging because the games’ digital files
are often encrypted. In order to extract and decrypt the files, modification software, referred to
as mod tools, was used. More commonly, mod tools are used by gaming communities to change
and add content to games like quests or characters, or they could be used to alter the look and
feel of games. Using such tools can be challenging without prior knowledge, and no single tool
will work with all digital games. In fact, each game in the corpus required a different mod tool.
Detailing the use of these tools is outside of the scope of this chapter, but many tutorials are
accessible online.
Manually coding each text as written or spoken using human coders was not necessary
because the game developers placed these two types of files in different digital locations in the
games’ directories. Once the files were converted to text files, the texts were then automatically
coded using a Python (Van Rossum & Drake, 1995) script that noted whether the text came
from the spoken or written language directory. As a unit, each text, spoken or written, consists
56 Daniel Dixon
TABLE 4.1 The Single Player Offline Corpus (SPOC) Word and Text Counts
Spoken
Words 753,852 2,101,962 600,760 671,203 4,127,777
Text 3,836 3,955 4,362 5,868 18,021
Words/text (SD) 197 (434) 531 (1,258) 138 (573) 114 (219) 229 (713)
Written
Words 78,668 109,305 426,543 141,265 755,781
Texts 2,071 5,999 2,752 1,344 12,166
Words/text (SD) 38 (93) 18 (52) 155 (417) 105 (106) 62 (216)
Totals per game
Words 832,520 2,211,267 1,027,303 812,468 4,883,558
Texts 5,907 9,954 7,114 7,212 30,187
Words/text (SD) 141 (362) 222 (833) 144 (519) 113 (203) 162 (574)
of all the language in a single file as the files are parsed within the games’ directories. As seen
in Table 4.1, this process resulted in a corpus of 4,883,558 words spread across 30,187 texts,
averaging 162 words per text (SD = 574).
Features Examples
per 1,000 words. That is, for each feature, the raw frequency of occurrence was divided
by the total number of words in the text and then multiplied by 1,000, yielding a normed
frequency that is comparable across texts of varying lengths. For many of the features, the
frequency counts were based on the lemma form of the word. For example, the word make
included all forms such as made, and makes, each counted as one instance of the lemma
make.
raw frequency
Normed frequency per 1,000 words = × 1,000
total words
4.5 Results
4.5.1 Situational analysis of the spoken language
Based on a situational analysis of the spoken language used in the games, two spoken regis-
ters were identified by comparing three of the major situational characteristics from Biber and
Conrad’s (2019) register analysis framework: participants, processing circumstances, and com-
municative purposes. These two spoken game registers are referred to as Interactive Speech and
Immersive Speech, and their situational characteristics are compared in Table 4.3. The primary
difference between the two spoken registers is that during Interactive Speech instances, the
Player is prompted to provide input or take action during the course of a conversation with an
NPC, a mechanic often referred to as dialogue trees. In contrast, Immersive Speech instances do
not prompt the Player to provide input or take action.
Texts within the two speech registers, Interactive and Immersive Speech, were automatically
coded by writing a Python script that searched each spoken text for the presence or absence
of dialogue choices. Dialogue choices were marked in the extracted texts in various manners
within the four games. For example, in Divinity, dialogue choices were marked with asterisks,
and the speaker of the line was denoted as ‘GROUP_Players.’ Thus, the Python script looked
for these markers and automatically coded the text as either Interactive or Immersive speech.
Non-spoken lines or words were not included in the linguistic analyses by denoting these words
in angled brackets and writing Python code that ignores these words and lines during analysis.
These non-spoken lines and words include meta-data like the name of the speaker and the lists of
available dialogue options, among other information. Following Table 4.3, each spoken register
is discussed in more detail with screenshots illustrating their functions in the games.
TABLE 4.3 Spoken Game Registers: Interactive Speech and Immersive Speech
Operational definitions Any unit of speech during which the Any unit of speech that does not
Player is prompted to provide input prompt the Player to provide
or a response to an action or utterance input.
of a non-player character (NPC).
Situational Interactive Speech Immersive Speech
characteristics
I. Participants The Player Character and one or Participants can include A, B, or C:
more non-player characters (NPCs)
involved in dialogues A. T he Player Character and
non-player characters involved in
dialogues
B. Only non-player characters involved
in dialogues (i.e., The Player
Character is not involved in the
conversation, but the conversation
can be heard by the Player.)
C. A single non-player character or
the Player Character giving a
monologue
II. Processing A. I nteractive: The Player is A. P assive: The Player is not
circumstances prompted to respond by selecting prompted to respond.
one response from a list describing B. Real time: Typically, game time
the actions or spoken responses progresses as real time during
that the Player Character can take. Immersive Speech instances.
B. Suspended Time: Game time is C. N o feedback: The Player only
typically suspended (paused) watches and cannot interact, so
automatically when the response there is not an action on which
options are shown to the Player, feedback could be given.
giving time to process the options
and make a selection.
C. I ndirect feedback: Depending on
the Player’s choice, the dialogue can
travel along several branches,
providing a form of feedback
communicating the consequences of
their choices. These consequences
can be in the form of a spoken
response or a non-verbal response
(e.g., the NPC attacks the Player
Character).
III. Communicative A. Q uest Givers: Works as a A. A esthetics: Adds a degree of
purposes mechanic in which NPCs give the believability and personality to
Player new tasks, goals, and the automated NPCs ’living’ in
objectives (quests) the games’ virtual worlds.
B. Request information: While B. Story development: At times,
interacting with quest givers, the NPCs can be heard discussing their
Player can often request more opinions about other events or
information regarding the quest people in the game’s fictional world.
objectives or justification for C. H ints/Reminders: Although
taking on the quest. the Player does not interact
C. C ommerce: Works as a mechanic during the speech instance, an
in which the Player can buy and NPC may be discussing an earlier
sell equipment and other in-game event that the Player influenced,
items as a means to gain in-game reminding the Player of the
wealth and strengthen the Player consequences of these past
Character choices. Other times, NPCs’
discussions might provide clues
on a hidden item or quest.
60 Daniel Dixon
conversation such as when two NPCs are speaking to one another, or an NPC is speaking to
themselves. An instance of Immersive Speech from Divinity is shown in Figure 4.2. In this
instance, the Player Characters, highlighted in blue, are at a market. An NPC, highlighted
in orange, says, ‘smells worse over here than a dozen rotten eggs dropped in a vat of vinegar.’
This spoken line is played automatically when the characters are in close proximity to the
NPC.
be used to invest in one attribute over another. For example, the Player could invest in their
character’s intelligence instead of their strength, which affects the strategies available when
battling the enemies in the games. These three aspects (gear, attributes, and skills) give the
Player much agency in how they want to develop and customize their Player Character. As
illustrated in Figure 4.3, on the left-hand side of the screen, a list of attributes related to a
Player Character is displayed as it appears in the game Divinity. In Divinity, attributes include
strength, finesse, intelligence, constitution, memory, and wits, highlighted in orange in Figure 4.3.
Text describing each attribute appears when the Player hovers their cursor over one of the
attributes in the list. The text includes two written descriptions detailing the function of the
attribute:
1. The narrative description: The general description of the attribute (highlighted in green)
2. The statistical description: The statistical effects of the attribute on the Player Character
(highlighted in blue)
Operational definitions Any unit of text that describes any Any unit of text related to the
one of the following aspects objectives of a named1 quest.
related to the Player Character: These texts typically include two
parts:
A. G ear (e.g., armor, weapons,
and usable items) A. Q uest Objectives: Text that
B. Attributes (e.g., strength, describes the objectives a quest.
intelligence, and dexterity) B. Quest Stages: Text that
C. S kills (e.g., magic spells, provides narrative about those
proficiencies, and abilities) objectives.
Situational characteristics Character Text Quest Text
I. Participants The texts describe the effects of Quest objectives typically address
gear, attributes, and skills to the only the Player while quest stages
Player. Thus, the only participant are typically written from the
is the Player themself. perspective of a character in a
game’s fictional setting.
II. Processing A. S uspended time: Game time A. S uspended time: Game time
circumstances is typically paused when the is typically paused when the
Player opens a menu to see their Player opens a menu to see
character’s gear, skills, and their list of accepted quests.
attributes. B. Progression feedback: As the
B. A nimated feedback: When an Player progresses through a
item or skill is used, the game quest, text is displayed that
typically animates its effects summarizes the choices and
which can act as a form of actions that the Player took
visual feedback. during each stage in the quest.
III. Communicative Describe/operationalize: The A. C ommunicate objectives:
purposes effects of the items, attributes, and The main purpose of Quest
skills are described to the Player, Text is to communicate the
a description that typically includes primary goals and objectives of
a combination of two aspects: the games to the Player, often
referred to as quest objectives.
1. The narrative description: B. Provide context: Besides
What the skill, attribute, or item listing the goals and objectives,
is and does the context of the objectives as
2. The operational description: they relate to the broader
How it affects the player statis- storyline is described. This
tically or what kind of benefit usually appears on the same
the item/skill provides menu screen as the list of quest
objectives. This aspect is often
referred to as quest stages.
C. S tory development: The
events, storylines, and
narratives within the games
are developed as the Player
progresses through the game’s
primary quests.
1 Named in this context refers to a quest that has a title that is listed in the user interface (i.e., ‘Escape from the Island’).
explains the background and purpose of a particular quest. Typically, this population of games
gives a narrative alongside each listed objective, as is the case in Divinity. Other games, like
Skyrim, only display one narrative at a time, which updates after each objective is completed.
An example of this difference is seen in Figure 4.4 showing two Quest Text instances. At the
top of the figure, the Quest Text is from Skyrim, and the one at the bottom is from Divinity.
A Methodological Framework 63
Operational definitions Any unit of text that is connected Any unit of text that addresses
to an in-game object that cannot the real-life Player (and not one
be used or equipped by the of the fictional game characters)
Player’s Character(s). Lore tends and describes the mechanics or
to give less important or rules of the game.
peripheral details about the
fictional characters and settings
within the games’ virtual worlds.
Situational characteristics Lore Tutorial Text
I. Participants Texts are written from the Texts address the Player
perspective of one or more
NPC(s)
II. Processing circumstances A. P assive: The Player can only A. P assive: The Player can only
read these texts. That is, the read these texts.
Player is not prompted to B. Suspended or real time:
provide input nor can they use Sometimes game time is
or equip the associated suspended when a message
in-game object other than to appears or game
display its associated text. C. F ail state feedback:
B. Suspended time: When lore Sometimes, if the Player fails
text is displayed, game time is an objective several times, a
typically suspended (paused) tutorial message can appear
automatically to give the that suggests a particular
Player time to read the text. approach to completing that
C. No feedback failed objective.
III. Communicative purposes A. A esthetics: Lore provides Teach: Tutorial texts explain the
less-critical information rules and mechanics of the
related to the characters and games (i.e., how the game is
settings within the games’ vast played).
virtual worlds.
B. Reminders: Some lore texts
describe events related to an
action or choice that the Player
made at an earlier time in the
game, reminding the Player of
the consequences of these past
choices.
C. S tory development: Gives
additional context to the
games’ storylines and
narratives
The final two register categories identified through situational analyses include Lore and Tutorial
Text. These two written registers have a more peripheral purpose compared to the previous two
written registers described above. The major situational characteristics of these two registers are
outlined in Table 4.5.
4.5.7 Lore
Much like the spoken Immersive Speech register, one of the communicative purposes of Lore
is to add a sense of scale and immersion to the game worlds. Lore is often found in the form of
an in-game object like a book or a message, but the key difference between Lore and Character
64 Daniel Dixon
FIGURE 4.4 Comparison of Quest Text Instances from Skyrim (Top) and Divinity (Bottom)
A Methodological Framework 65
Text is that Lore objects cannot be equipped or used by the Player Character. That is, these
objects give background and aesthetic information about the games’ characters and narratives
such as the history or politics within the fictional worlds. Although this information is not
critical to progressing in the game, Lore can also function to communicate the thoughts and
opinions of important characters. In Figure 4.5, an instance of Lore is shown in a screenshot
from the Witcher. As the title of the document suggests, the purpose of this particular lore
book is to describe the royal lineage of the North in the fictional world of the Witcher. In the
first paragraph, the genealogy of an important family is detailed. Next, a narrative describes
the unfortunate fate of these family members. Although none of this information is critical to
completing the game’s quests, it can add a sense of immersion and scale to the highly developed
virtual world.
major enemy is defeated. The user interface of these games typically has a tutorial log as well so
that the Player can access earlier messages. As seen in the screenshot in Figure 4.6, these texts
usually address the real-life Player rather than addressing one of the fictional characters in the
game.
TABLE 4.6 SPOC Word and Text Counts per Register Category
Spoken
Interactive Speech
Words 642,674 1,139,418 97,616 455,333 2,335,041
Text 1,268 1,444 562 1,361 4,635
Words/texts (SD) 507 (629) 789 (815) 174 (419) 335 (360) 504 (649)
Immersive Speech
Words 111,178 962,544 503,144 215,870 1,792,736
Texts 2,568 2,511 3,800 4,507 13,386
Words/text (SD) 43 (122) 383 (1,432) 132 (593) 48 (65) 134 (710)
Written
Character Text
Words 12,525 23,752 6,606 2,801 45,684
Text 1,163 3,792 519 204 5,678
Words/texts (SD) 11 (8) 6 (6) 13 (7) 14 (9) 8 (7)
Quest Text
words 42,022 26,744 30,140 75,971 174,877
texts 311 402 597 712 2,022
Words/text (SD) 135 (204) 67 (95) 50 (75) 107 (105) 86 (121)
Lore
Words 18,859 15,160 370,466 61,195 465,680
Texts 350 202 799 383 1,734
Words/text (SD) 54 (48) 75 (124) 464 (677) 160 (103) 269 (499)
Tutorial Text
Words 5,262 43,649 19,331 1,298 69,540
Texts 247 1,603 837 45 2,732
Words/text (SD) 21 (18) 27 (66) 23 (46) 29 (30) 25 (57)
effect size, Cohen’s d (see Method). The results are illustrated in Figure 4.7 and discussed
below.
In Figure 4.7, the black bars represent the differences in feature frequencies between real-
world conversations (LAmEC) and the Interactive Speech game register while the grey bars
show the same comparison for the Immersive Speech game register. In short, the closer that each
bar is to zero, the greater the similarity is between the game register and the real-world spoken
data. In contrast, higher d values (i.e., longer bars) indicate greater differences in frequencies
between the games and the real world. A negative d value indicates that the game register uses
A Methodological Framework 69
TABLE 4.8 Linguistic Features Mean Frequency Differences and Standard Deviations (Cohen’s d)
the feature less frequently than the real-world spoken register while positive values indicate
more frequent use in the game register. Finally, the small bars represent 95% confidence intervals
(CIs). If the CIs do not cross zero, then the difference is statistically significant (see Lee, 2016).
To determine which spoken game register is more similar overall to real-world speech, the
effect size differences for the 15 features were averaged using their absolute values (i.e., ignoring
the positive or negative value in Cohen’s d). Table 4.8 reports the mean differences and standard
deviations for each of the two spoken game registers compared to real-world speech. Immersive
Speech has greater linguistic similarity to real-world speech as seen by the small mean effect size
difference (d = 0.25) while Interactive Speech has a medium to large mean effect size difference
(d = 0.67).
4.6 Discussion
Overall, the Immersive Speech game register was found to have greater linguistic similarity to
real-world speech than Interactive Speech when measured by the frequencies of the 15 targeted
linguistic features. Interactive Speech had very large effect size differences for four features
in particular compared to real-world speech. These features include filled pauses (d = −2.79),
response forms (d = −2.11), discourse markers (d = −1.55), and amplifiers (d = −0.86). These large
negative values indicate that Interactive Speech texts used these features much less frequently
than real-world speech texts, and these differences are statically significant as the 95% CIs do
not cross zero.
The final qualitative step in register analysis is to show ‘how the situational and linguistic
descriptions are related to one another by interpreting the functions that the linguistic features
serve’ (Biber & Conrad, 2019, p. 51). One of the main differences between real-world con-
versation and the Interactive Speech dialogues is related to the processing circumstances. This
difference in the processing circumstances can help explain the much lower frequencies of filled
pauses (um, uh) in the Interactive Speech register (d = −2.79). In the real world, ‘conversations
are produced in real time, [and] participants have very little time to think ahead about what they
want to say’ (Biber & Conrad, 2019, p. 89). In contrast, during Interactive Speech instances in
the games, time is suspended, giving the Player time to process the response options that appear
on the screen. Filled pauses can be used in conversation to signify that the speaker is thinking of
a response. Because the Player does not need to respond in real time during Interactive Speech
instances, there are very few uses of filled pauses compared to real-world conversations.
Relatedly, response forms (e.g., yeah, yes, no, nope, uh huh, okay) are also significantly less
frequent in Interactive Speech than the real world as indicated by the large effect size difference
(d = −2.11). A response form can serve to signal ‘to the speaker that the message is being under-
stood and accepted’ (Biber et al., 1999, p. 1091). Therefore, the much lower frequency of
response forms in Interactive Speech is likely because the conversations occur with automated
NPCs, so whether or not the message is understood, the Player has no way of signaling that
understanding. For instance, the example in Excerpt 1 below comes from a text from the real-
world spoken data (LAmEC). In line 2, the use of okay was not intended to answer a question,
but rather it appears to be used to signal that the speaker’s utterance was understood. The use
of yeah in Line 6 appears to signal that the listener is still paying attention as yeah is used in the
70 Daniel Dixon
middle of the speaker’s utterance, starting on Line 5 and continuing in Line 7. In contrast, the
Interactive Speech texts use very few response forms by comparison. This difference is likely
due to the fact that the game dialogue is scripted, and there is rarely any overlap in turn taking
during these recorded speech instances. For example, in Excerpt 2 from the Witcher, the Player
Character, Geralt, is speaking with an NPC, the Bank Veteran. If this were a real-world con-
versation, we might expect Geralt to utter a response form (e.g., yeah, yes, no, nope, uh huh, okay)
between Lines 2 and 3. Instead, the Bank Veteran says both lines uninterrupted. It is only after
the Bank Veteran is finished speaking that Geralt responds, asking if there is anything he can do.
Thus, if the game developers wanted to make the game dialogue feel more realistic, they might
add more response forms and filled pauses, better reflecting real-world speech patterns.
Excerpt 1 Real world spoken (LAmEC:130102.txt)
1. Yeah what what was she … she was clothing design or fashion something or other. <spell-
ing> H E S </spelling> is a college it’s not a department
2. Oh, okay. I don’t know if fashion is the name of the department or not
3. Look it up and find out
4. Design
5. It’s some kind of design but
6. Yeah.
7. I’ll have a look. Design, Housing and Merchandising.
Discourse markers (I mean, you know, you see) also had large effect size differences between
real-world speech and Interactive Speech (d = −1.55) and to a lesser extent, when compared to
Immersive Speech (d = −0.93). Biber et al. (1999) report that discourse markers signal a transition
in the conversation and signal an interactive relationship between speakers. They note that the
‘words and phrases [used in] discourse markers are often ambiguous’ (p. 1086). For example,
in Excerpt 3, which comes from a real-world text, there is a discourse marker in almost every
sentence. These discourse markers are ambiguous in that the phrase you know is not necessarily
referring to something that the listener actually knows, but rather the phrase appears to be used
by the speaker to keep the listener engaged, signaling the interactive back-and-forth nature of
the conversation.
Excerpt 3:
1. Yeah, we’ve been there it’s just. Well I you know I said well what will you do when Paul
comes. I certainly didn’t want Paul living in our house
2. Right
3. and so I you know we kept talking about it until I
4. well
5. convinced her that she needed to have a place before Paul got there
A Methodological Framework 71
Because the references of discourse markers can be ambiguous, they are used much less fre-
quently in the scripted Interactive Speech instances than in the real world. This finding aligns
with previous research comparing scripted conversations to real-world speech. For example,
Quaglio (2009) reports that the scripted dialogue in the television series Friends uses vague refer-
ences, like discourse markers, much less frequently than real-world speech. The discourse marker
you know was three times more frequent in real-world speech than in Friends. In the SPOC, the
comparison of Interactive Speech to real-world speech had about the same result, occurring
7.51 times per 1,000 words in real-world conversations and only 1.82 times in Interactive Speech
(see Table 4.7). Quaglio suggests that vague language in scripted dialogue is less frequent because
ambiguity can decrease the ‘comprehensibility on the part of the audience’ (p. 78). This inter-
pretation can be applied to the spoken game registers: the game developers, like the producers
of Friends, have commercial interests in keeping the audience engaged, and the use of vague
language, like discourse markers, can limit comprehensibility. Limited comprehensibility may
lead to a reduced level of audience engagement, potentially hurting commercial success.
Although discourse markers, amplifiers, filled pauses, and response forms had large effect size
differences between the real-world and the two spoken game registers, other features had very small
effect size differences such as the three categories of contractions as well as expletives and indefinite
pronouns. Other features differed substantially between the two spoken game registers. For example,
the frequency of greetings in Interactive Speech was significantly less than real-world speech with a
medium effect size difference (d = −0.39) while Immersive Speech used greetings in about the same
frequency as real-world speech (d = −0.03). Nevertheless, Immersive Speech had greater linguistic
similarity to real-world speech (d = 0.25) than Interactive Speech (d = 0.67). Thus, it could be hypoth-
esized that games that incorporate mechanics like Immersive Speech could use language that is more
transferable to real-world contexts; however, additional empirical evidence is needed before any
definitive conclusions can be made, providing exciting opportunities for future research.
This framework can be further refined based on findings from future research. DGBLL
researchers could conduct situational analyses on entirely different population of games to inves-
tigate whether the registers identified in this study exist in other populations of games. Another
avenue would be to identify additional game registers based on different sets of game mechanics.
Such research can allow us to better understand the linguistic input that L2 learners receive
during gameplay, and how this input varies across the many contexts within a game or across
populations of games. Using effect size estimation, results can be compared across studies and
aggregated to provide a comprehensive understanding of the L2 input provided through com-
mercial digital gaming. Through this register approach to DGBLL research, future studies can
better target specific games that employ more or less of one particular mechanic over others.
From such analyses, we can better measure the specific effect that targeted game mechanics or
registers may have on L2 learning outcomes, allowing more precise generalizations to be made
regarding the benefits of gaming on second language acquisition.
References
Bethesda Game Studios (2011). Skyrim [Digital game]. Bethesda Softworks.
Bethesda Game Studios (2015). Fallout 4 [Digital game]. Bethesda Softworks.
Biber, D. E. (1988). Variation across speech and writing. Cambridge University Press.
Biber, D. E. (2006). Stance in spoken and written university registers. Journal of English for Academic Purposes,
5(2), 97–116. https://doi.org/10.1016/j.jeap.2006.05.001
Biber, D. E., & Conrad, S. (2019). Register, genre, and style. Cambridge University Press. https://doi.
org/10.1017/9781108686136
Biber, D. E., Conrad, S., Reppen, R., Byrd, P., & Helt, M. (2002). Speaking and writing in the university:
A multidimensional comparison. TESOL Quarterly, 36(1), 9–48. https://doi.org/10.2307/3588359
Biber, D. E., Johansson, S., Leech, G., & Finegan, E. (1999). Longman grammar of spoken and written English.
Longman.
Blizzard Entertainment (2004). World of warcraft. [Digital Game]Blizzard Entertainment..
CD Projekt Red (2015). The witcher 3: Wild hunt. [Digital game]. CD Projekt.
Dixon, D. H. (2014). Leveling up language proficiency through massive multiplayer online role playing games [Master’s
Thesis]. The University of Utah. Available from https://collections.lib.utah.edu/details?id=197229
Dixon, D. H. (2021). The linguistic environments of digital games: A discriminant analysis of language
use in game mechanics. CALICO Journal, 39(2). https://doi.org/10.1558/cj.20860
Dixon, D. H., & Christison, M. A. (2021). L2 Gamers’ use of learning and communication strategies in
massively multiplayer online games (MMOs): An analysis of L2 interaction in virtual online environ-
ments. In J. Perren, K. Kelch, J.-S. Byun, S. Cervantes, & S. Safavi (Eds.), Applications of CALL theory
in ESL and EFL environments (pp. 296–321). IGI Global Publishing. https://doi.org/10.4018/978-1-
7998-6609-1.ch013
Dixon, D. H., Dixon, T., & Jordan, E. (2022). Second language (L2) gains through digital game-based
language learning (DGBLL): A meta-analysis. Language Learning & Technology, 26(1), 1–25. https://doi.
org/10125/73464
Egbert, J., & Schnur, E. (2018). The role of the text in corpus and discourse analysis: Missing the trees for
the forest. In A. Marchi and C. Taylor (Eds.), Corpus approaches to discourse: A critical review (pp. 159–173).
Routledge. https://doi.org/10.4324/9781315179346
Ellis, N. C. (2019). Usage-based theories of construction grammar: Triangulating corpus linguistics and
psycholinguistics. In J. Egbert & P. Baker (Eds.), Using corpus methods to triangulate linguistic analysis (pp.
239–267). Routledge. https://doi.org/10.4324/9781315112466-10
Gygax, E. G. (1978). Advanced dungeons & dragons players handbook. TSR Games.
Larian Studios (2017). Divinity: Original sin II. [Digital game]. Larian Studios.
Lee, D. K. (2016). Alternatives to p value: Confidence interval and effect size. The Korean Journal of
Anesthesiology, 69(6), 555–562. https://doi.org/10.4097/kjae.2016.69.6.555
Peterson, M. (2011). Digital gaming and second language development: Japanese learners’ interactions in
a MMORPG. Digital Culture and Education, 3(1), 56–73.
A Methodological Framework 73
Peterson, M. (2016). The use of massively multiplayer online role-playing games in CALL: An analysis of
research. Computer Assisted Language Learning, 29(7), 1181–1194.
Plonsky, L. (2015). Statistical power, p values, descriptive statistics, and effect sizes: A “back-to-basics”
approach to advancing quantitative methods in L2 research. In L. Plonsky (Ed.), Advancing quantitative
methods in second language research (pp. 21–45). Routledge. https://doi.org/10.4324/9781315870908
Quaglio, P. (2009). Television dialogue: The sitcom friends vs. natural conversation. John Benjamins. https://doi.
org/10.1075/scl.36
Reinhardt, J. (2019). Gameful second and foreign language teaching and learning: Theory, research, and practice.
Palgrave Macmillan. https://doi.org/10.1007/978-3-030-04729-0
Reinhardt, J. (2021). Not all MMOs are created equal: A design-informed approach to the study of L2
learning in multiplayer online games. In M. Peterson, K. Yamazaki, & M. Thomas (Eds.), The state of
play: Digital games and language learning (pp. 69–87). Bloomsbury.
Schmidt, R. (2001). Attention. In P. Robinson (Ed.), Cognition and second language instruction (pp. 3–32).
Cambridge University Press. http://dx.doi.org/10.1017/CBO9781139524780.003
Scholz, K., & Schulze, M. (2017). Digital-gaming trajectories and second language development. Language
Learning & Technology, 21(1), 100–120. https://doi.org/10125/44597
Thorne, S. L., Fischer, I., & Lu, X. (2012). The semiotic ecology and linguistic complexity of an online
game world. ReCALL, 24(3), 279–301. https://doi.org/10.1017/S0958344012000134
Van Rossum, G., & Drake, F. L. Jr (1995). Python reference manual. Centrum voor Wiskunde en Informatica
Amsterdam.
5
DIRECT QUALITATIVE ASSESSMENT OF
LANGUAGE LEARNING OUTCOMES IN
DIGITAL GAME-BASED INTERACTION
An exploratory case study
Michael Hofmeyr
DOI: 10.4324/9781003240075-5
Direct Qualitative Assessment 75
that unexpected gains brought about by the intervention are likely to remain undiscovered
(Dörnyei, 2007). Furthermore, some important elements of second language (L2) competence,
for example spoken fluency, do not lend themselves readily to quantification and comparison
(Luoma, 2004). Finally, studies that focus only on learning outcomes provide little insight into
how language acquisition actually occurs during play.
not yet possess, but which they can internalise under the guidance of an instructor or in col-
laboration with more adept peers. The Vygotskian framework for learning was adapted and
supplemented in order to account specifically for SLA, with the development and refinement
of relevant theoretical constructs. Key elements of the resultant sociocultural SLA paradigm
include the notion of scaffolding, which refers to the linguistic support that learners may receive
from their more proficient interlocutors (Donato, 2000), intersubjectivity, which refers to the
collaborative construction of a shared perspective between interlocutors (Antón & Dicamilla,
1999), and the co-construction of linguistic knowledge between learner peers (Lantolf, 2000).
As with the interactionist model of SLA, interaction between learners and their interlocutors is
considered paramount to successful language acquisition. However, researchers working in the
sociocultural paradigm do not share the interactionists’ view of language learning as a cognitive
process taking place in the minds of individual speakers as they interpret and analyse input from
the external world. Instead, learning is construed as a socially mediated activity that occurs
during interpersonal collaboration (Lightbown & Spada, 2013). While Vygotsky conceives of
language itself as the mediating tool pervading inter-psychological learning processes, Gutiérrez
(2006) argues that in the context of CALL, we can also view the computer as a tool that may
mediate collaborative activity.
Zheng et al. (2009) utilised sociocultural constructs in their case study analysing text-
based interaction between two pairs of female participants who collaborated on tasks inside
the game-based virtual environment of Quest Atlantis (Barab et al., 2005). Zheng and her
colleagues identified multiple instances of scaffolding and concluded that the activity ena-
bled participants to co-construct linguistic and cultural knowledge. Three further studies
employed sociocultural theory to examine interaction in the context of the MMORPG World
of Warcraft (Blizzard Entertainment, 2004). In one case study, Thorne (2008) analysed a text
chat transcript between two participants playing this game, one based in the United States
and the other in the Ukraine. Here the researcher identified instances of the construction of
“intersubjective meaning” (Brouwer & Wagner, 2004) in dialogue and also observed that the
two players spontaneously assumed the roles of expert and novice. Peterson (2012) carried
out another exploratory study in which he investigated the text-based interaction between
four learners of English playing the same game. He observed that the players made frequent
use of politeness expressions to strengthen collaborative interpersonal relationships and that
this friendly atmosphere was conducive to the co-construction of knowledge as well as to
the production of ample coherent target language output. Rama et al. (2012) employed an
eclectic range of constructs, including some from sociocultural theory such as mediation and
collaborative dialogue between expert and novice, to analyse text-based interaction between
six learners of Spanish playing the Spanish-language version of World of Warcraft. Focussing
mainly on the behaviour of two participants, the researchers concluded that the game can
provide a social context beneficial for linguistic development and socialisation, but that L2
gains may be enhanced by turning play into a more structured activity in a formal classroom
setting. Finally, in an innovative study drawing on sociocultural constructs to investigate
game-based SLA, Piirainen-Marsh and Tainio (2009) analysed the output of two teenage
learners of English as they collaboratively played the single-player role-playing game Final
Fantasy X (Square, 2001). The researchers drew attention to the two participants’ frequent
repetition of spoken in-game dialogue and presented this as a type of collaborative interaction
in itself, which they considered beneficial for the acquisition of lexical and prosodic features
of the L2. While most of the interaction between the two participants appeared to have taken
place in the L1, Finnish, the authors claimed that these exchanges also contributed to the
co-construction of linguistic knowledge.
Direct Qualitative Assessment 77
Research that assesses language learning indirectly through qualitative analysis of learner
interaction with the help of interactionist or sociocultural theoretical constructs, such as the
studies described above, can provide a more detailed and holistic perspective of how SLA may
take place during game-based tasks. In contrast to measuring learning outcomes with pre- and
post-tests, this approach also allows the researcher to investigate and interpret patterns of output
and interaction that had not been anticipated before the data were collected and analysed, often
producing richer conclusions along with fresh insights. However, any approach that assesses
language learning through the perspective of a complex theoretical model of SLA is subject to
an important limitation. The essence of the problem is that, in order to render the largely unob-
servable cognitive phenomenon of real-world language learning comprehensible, it is necessary
for any model to make a number of assumptions about how such learning takes place. These
assumptions, by definition, cannot be conclusively verified and the various competing models
employed in SLA research often make mutually incompatible assumptions. In the interaction-
ist view of SLA, for example, individual cognition is assumed to function independently from
social environment, while in the sociocultural view, cognitive and social processes are assumed
to be inseparable, like “two sides of the same coin” (Ellis, 2015, p. 221). While one theoretical
orientation or another may be more in vogue among researchers at a given time, little consensus
exists as to which model describes language acquisition most accurately (VanPatten et al., 2020).
The important point to note here is that studies that rely on theoretical constructs to observe
SLA indirectly must necessarily involve a substantial degree of subjective interpretation and, for
this reason, the evidence for language acquisition provided by such studies can never be consid-
ered definitive.
Research questions
The aim of this exploratory study is twofold. Firstly, it will serve as a test case for a new
approach to assessing the effectiveness of digital game-based tasks in facilitating SLA. Secondly,
it will aim to find additional evidence that spontaneous game-based interaction can facilitate
SLA. The study will be guided by the following two research questions:
1. To what extent can SLA be directly observed in the linguistic behaviour of learners engaged
in game-based peer interaction?
2. What aspects of SLA may be facilitated through peer interaction during an unstructured
cooperative digital game activity?
5.2 Methodology
5.2.1 Game and rationale
The digital game played by the learner participants in this study is the cooperative puzzle game
Keep Talking and Nobody Explodes. The game requires players to work together in order to
disarm a series of time bombs that become increasingly difficult as they progress to the higher
levels. It is played in pairs or in small groups, with each player assuming one of two roles: the
defuser or the expert. The defuser can see the on-screen bomb that consists of a random con-
figuration of puzzle modules (see Figure 5.1), while the expert has access to a Bomb Defusal
Manual that contains detailed instructions on how to defuse each type of puzzle module. The
defuser may not look at the manual and the expert may not look at the bomb itself. This creates
an information gap on both sides, requiring fast and effective communication between players
to solve the puzzles before the countdown timer reaches zero, hence the need to keep talking.
This particular game was selected primarily because of the similarity between the nature of
its cooperative in-game puzzles and that of traditional information-gap tasks, the latter of which
have been shown in earlier interactionist research to facilitate SLA by generating modified
output in conversation (Doughty & Pica, 1986). From the perspective of language pedagogy,
the puzzles that make up each bomb also exhibit several of the critical features associated with
effective learning tasks as laid out by Ellis (2003). For example, in order to solve these puzzles,
learners need to focus primarily on conveying meaning rather than on accuracy of linguistic
FIGURE 5.1 Example Bomb Consisting of a Timer and Three Puzzle Modules on the Front Face
Direct Qualitative Assessment 79
forms. Solving the puzzles requires “real-world processes of language use” (Ellis, 2003, pp.
9–10), such as asking and answering questions, engages learners’ cognitive processes, such as
evaluating information, and leads to clearly defined non-linguistic outcomes, which in this case
means preventing a bomb from exploding.
It should be noted that the potential of this game as a tool for language learning has not
escaped the attention of other CALL practitioners. In addition to the study by Hofmeyr (2021)
described in the previous section, Dormer et al. (2017) as well as Wilson (2019) reported their
experiences with incorporating the game into university-level English language courses in
Japan. These researchers found that learners considered the game to be highly engaging and that
they produced substantial linguistic output during play, providing further reason to expect that
the game would elicit interactions with the potential to facilitate SLA.
TABLE 5.1 Summary of Probable Acquisition Episodes (PAEs) Involving the Acquisition of Vocabulary
identified specific interactions where one of the learners appeared to acquire a new language
feature or to improve their command of a language feature. These instances will be referred
to here as probable acquisition episodes (PAEs). Such episodes are considered to have taken place
when a learner is observed to accurately produce an L2 feature that he or she was either unable
to produce, or produced inaccurately or inconsistently, at an earlier stage in the activity. In the
second stage of the analysis, the researcher identified and tabulated additional extracts from the
transcript to provide a fuller context for each PAE identified in the first stage. This was done by
means of a text search of the transcript for relevant keywords. These additional extracts help to
reveal a more nuanced picture of each PAE by shedding light on how well and how consistently
the learner demonstrated their ability to use the feature in question before and after acquisition,
as well as by providing evidence of longer-term retention in certain cases.
5.3 Findings
Six PAEs were identified in the data set (see Tables 5.1 and 5.2). Three of these episodes involve
gains in L2 vocabulary and three involve gains in L2 grammar. In this section, we will examine
these PAEs, paying particular attention to contextual factors that point to acquisition.
TABLE 5.2 Summary of Probable Acquisition Episodes (PAEs) Involving the Acquisition of Grammatical
Structures
FIGURE 5.2 Example Keypad Module with Lambda-Like Symbol at the Bottom Left
82 Michael Hofmeyr
while working on the 11th keypad module (K11). Yuki, who, in the role of defuser, describes to
her partners the symbols that appear on the keypad, says “First one is like, lambda,” after which
she draws the symbol in the air using a finger. A few turns later, Kazu, in the role of expert,
says without hesitation “Second is lambda,” indicating the position of the symbol in the button
sequence after consulting the game manual. Yuki confirms her understanding by repeating the
word “lambda.” This exchange makes it clear that both Yuki and Kazu already know this rela-
tively obscure English word.
When Lijuan attempts to identify the same symbol in module K14 twenty minutes later, how-
ever, she is unable to produce the word. To signal her inability to name the symbol, she simply
utters “uh.” Yuki, who now plays the role of Lijuan’s fellow expert, immediately comes to her aid
by saying “lambda.” Lijuan then repeats after Yuki, marking her first use of the word. Towards
the end of the second session, in module K18, the symbol appears again. This time Lijuan is
playing the role of defuser. When she encounters the symbol, the following exchange takes place:
Interactional extract 1
LIJUAN (D)
A nd,1 uh, how to say. Uh, you guys say that, random? [Draws symbol for
lambda in air] random? Landom?
YUKI (E) Lambda?
KAZU (E) Lambda.
LIJUAN (D) Lam, Lambda.
Here Lijuan has to recall the word without the aid of another learner having uttered it shortly
before. While she comes close in her attempts to reproduce the correct form of the word, it is
clear that she has not yet fully acquired it and can produce the word only with additional help
from Yuki and Kazu. Shortly afterwards, Kazu instructs Lijuan to press the lambda button and
she proceeds to do so without difficulty, indicating that she now recognises the word.
PAE 2: label
The puzzle type known as the button module sometimes requires the defuser to check the sides of
the bomb for the presence of a label showing a string of three letters (see Figure 5.3). During the first
FIGURE 5.3 Example Three-Letter Label Appearing on the Side of the Bomb
Direct Qualitative Assessment 83
play session, Lijuan is playing this role when one of the experts asks her to describe the right side of
the bomb. At this stage, no learner has yet uttered the word label during play and Lijuan has not yet
seen the game manual in which the word appears. She responds to the expert’s request as follows:
Interactional extract 2
LIJUAN (D) he right side? Oh, so the right side it says. (2) There is a, there is a, like, a
T
little, ah (2) [gestures rectangular shape of label with both hands] like this kind
of thing, and it says F-R-K.
It is clear that Lijuan is unable to produce an appropriate word here, for example label, to describe
the bomb component in question. Yuki uses the word label on multiple occasions later during
the first session, both as a noun and in the past participle form labelled, but always in the different
context of a text label appearing on a round button. Then, while working on the 11th button
module (B11) in the role of expert near the start of the second play session, Lijuan asks the diffuser
to rotate the bomb “to see if there any batteries or some label.” This marks Lijuan’s first use of
the word label during play and occurs in the same context as the earlier utterance in which she
was unable to produce an appropriate word. She goes on to use the word label in this context 11
more times throughout the remaining play sessions, including four times in the role of defuser,
when she has no access to the game manual in which the word appears. In this example, it is
unclear exactly when the PAE took place. Neither is it possible to say whether Yuki’s use of the
word in a different context or the appearance of the word in the game manual helped Lijuan
to produce the word consistently from the second play session onwards. However, the fact that
she was at first unable to produce the word label and later produced it consistently suggests that
the learner’s ability to recall this word improved as a result of her participation in the activity.
PAE 3: flashing
The Simon Says puzzle type requires the defuser to describe patterns in the flashing of
four coloured lights (see Figure 5.4). Each flash of light lasts for about half a second. Lijuan
FIGURE 5.4 Example Simon Says Module with Yellow Button Flashing
84 Michael Hofmeyr
encounters the first Simon Says module (S1) as an expert during the first play session. She
asks the question “Is any button f lashing?” and utters the word f lashing, which also appears
in the game manual that she is consulting, three more times while working on the same
module. When Kazu, in the role of defuser, has to describe module S2 later in the same
game session, however, he does so as follows: “And yellow is shining.” Since the light does
not shine continuously, but only for very short periods of time at regular intervals, Kazu’s
choice of the word shining here is inappropriate. Even though Lijuan, playing the role of
expert, responds with two questions containing the more suitable word f lashing, Kazu
continues to use shining in his answers six further times in the same play session without
once uttering the word f lashing. Then, about midway through the second play session,
when Kazu encounters module S5, again in the role of defuser, he uses the appropriate
word when he says “And red is f lashing.” From this point onwards, Kazu consistently uses
the word f lashing within the context of this puzzle type: twice more in the second play
session, twice in the third, and four times in the fourth. It is unclear at what exact point
between the f irst and second session the PAE occurred and whether the learner acquired
the word from his peers or from the game manual while he was playing the role of expert.
Nevertheless, the consistency with which he used the inappropriate word during the f irst
session and then the appropriate word from the second session onwards suggests that acqui-
sition had taken place.
Interactional extract 9
YUKI (D) Hmm. And white, white, square is, third from the left and, the last.
[several turns omitted]
LIJUAN (E) The triangle?
YUKI (D) Square.
LIJUAN (E) The, the white square.
KAZU (E) Square.
YUKI (D) [Nods] Square.
[several turns omitted]
LIJUAN (E) And, sorry, one more time. About the white square.
YUKI (D) White square is third from the left.
[several turns omitted]
LIJUAN (E) Sorry, one more time.
YUKI (D) OKAY. (1) The white square is third from the left.
After the latter interaction between Yuki and Lijuan, during which Yuki omitted the article
eight times and Lijuan included it four times before white or square, Yuki finally includes it
when she says “The white square is third from the left.” At this stage, more than a minute has
passed since the previous time when Lijuan uttered the phrase. This spontaneous production
that includes the definite article suggests that Yuki’s proficiency in the use of English articles has
improved through the course of the interaction. This finding is further supported by the fact
that Yuki included the article both times when she referred to the white square in later modules,
first as an expert in module M4 when she uttered “So, so move the white square to the bottom,”
then as a defuser in module M7 when she uttered “And, the, white, white square is, uh, second
from the left and, the bottom, very bottom.” This final utterance occurred during the third play
session, which took place one week after the second session, suggesting that the improvement in
L2 knowledge was retained over that period.
5.4 Conclusion
Previous studies provided evidence that some digital games have the potential to facilitate SLA.
They have done so either by directly measuring learning outcomes or by assessing language
learning indirectly by utilising either the cognitive-interactionist or the sociocultural theoretical
framework. The six PAEs presented in this exploratory study complement the existing body of
research by illustrating how probable instances of SLA may be directly observed during sponta-
neous meaning-focussed interaction among learner peers.
Some PAEs present stronger evidence for acquisition than others. In the case of PAE 1, for
example, Lijuan is clearly unable to name the lambda symbol at first and only acquires the tar-
get word when her two partners teach it to her. Later in the same session, she partially recalls
the word lambda and then produces it accurately after receiving further reinforcement from
her peers. In this PAE, not only is it clear that the learner has become aware of a gap in her
L2 knowledge, but the steps through which she acquired the word in question and that have
improved her ability to recall it are also evident. On the other hand, in cases such as PAE 2,
where Lijuan is unable to produce the word label in the heat of the moment, the evidence for
acquisition is weaker. We can therefore answer the first research question by concluding that
it is possible to directly observe instances where SLA appears to occur between learner peers
engaged in game-based interaction, but that not all acquisition episodes are equally transparent.
It seems likely that learners would have also noticed further gaps in their L2 knowledge and that
Direct Qualitative Assessment 89
full or partial acquisition that are not evident from the output recorded in the interactional tran-
scripts could have taken place. The method of direct observation employed here may therefore
reflect only a fraction of the actual SLA that occurred during the game-based interaction.
Even though the evidence is limited, analysis of the six PAEs presented here suggests that
the acquisition of vocabulary and grammatical features may be facilitated by spontaneous and
meaning-focused interaction between learner peers playing a cooperative digital game, thus
answering the second research question. PAEs 1 and 4 provide especially clear examples of a
learner not knowing a particular word or grammatical structure at all and then acquiring that
word or structure at least in part through interaction.
The findings of this qualitative study support and complement those of earlier quanti-
tative work by Miller and Hegelheimer (2006) and DeHaan et al. (2010), which showed
that participation in games of other genres can also facilitate L2 vocabulary acquisition.
Additionally, the findings suggest not only that L2 features may be acquired during spoken
game-based interaction, but they also concretely demonstrate what the processes of SLA
involving the acquisition of specific linguistic features through interaction may look like
in practice.
Previous qualitative studies that have assessed language learning indirectly relied on theoret-
ical models of SLA that ascribe acquisition to negotiation for meaning (Peterson, 2006; Toyoda
& Harrison, 2002), the co-construction of linguistic knowledge (Piirainen-Marsh & Tainio,
2009; Zheng et al., 2009), and other theoretical constructs whose effectiveness in assessment
is contingent upon the validity of the particular framework used. By assessing language learn-
ing directly as it occurs during interaction, this study attempts to circumvent the need to rely
heavily on theoretical assumptions about how languages are learned in order to demonstrate the
occurrence of SLA. In this regard, it resembles quantitative approaches that are concerned only
with measuring learning outcomes. It thus complements the aforementioned research findings
with more direct evidence that game-based interaction can facilitate SLA in terms of vocabulary
and grammatical structures.
as PAEs, the consistency with which learners produced an error and later the correct form, as
well as learners’ utterances pertaining to their knowledge or ignorance of the feature, were care-
fully considered in the analysis.
Note
1 Pauses of a duration shorter than one second are indicated in the transcript with a comma, while
longer pauses are indicated with a number inside parentheses rounded off to the nearest integer.
References
Acquah, E. O., & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through high-
school students: A systematic literature review. Computers & Education, 143. https://doi.org/10.1016/j.
compedu.2019.103667
Activeworlds. (1995). Active Worlds. [Computer software]. https://www.activeworlds.com
Direct Qualitative Assessment 91
Anderson, T. A. F., Reynolds, B. L., Yeh, X.-P., & Huang, G.-Z. (2008). Video games in the English as
a foreign language classroom. Second IEEE International Conference on Digital Game and Intelligent Toy
Enhanced Learning (DIGITEL) (pp. 188–192). Banff, IEEE. https://doi.org/10.1109/digitel.2008.39
Antón, M., & Dicamilla, F. J. (1999). Socio-cognitive functions of L1 collaborative interaction in the L2
classroom. The Modern Language Journal, 83(2), 233–247. https://www.jstor.org/stable/330338
Barab, S., Thomas, M., Dodge, T., Carteaux, B., & Tuzun, H. (2005). Making learning fun: Quest
Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–107. https://
doi.org/10.1007/BF02504859
Blizzard Entertainment. (2004). World of Warcraft [Computer software]. https://worldofwarcraft.com
Brouwer, C. E., & Wagner, J. (2004). Developmental issues in second language conversation. Journal of
Applied Linguistics and Professional Practice, 1(1), 29–47. https://doi.org/10.1558/japl.v1.i1.29
Chang, J. (2001). Chinese speakers. In M. Swan, & B. Smith (Eds.), Learner English: A teacher’s guide to
interference and other problems (2nd ed., pp. 310–324). Cambridge University Press.
Chen, J. C. (2018). The interplay of tasks, strategies and negotiations in second life. Computer Assisted
Language Learning, 31(8), 960–986. https://doi.org/10.1080/09588221.2018.1466810
DeHaan, J., Reed, W. M., & Kuwada, K. (2010). The effect of interactivity with a music video game
on second language vocabulary recall. Language Learning & Technology, 14(2), 74–94. https://doi.
org/10125/44215
Donato, R. (2000). Rethinking interaction in SLA: Developmentally appropriate assistance in the zone of
proximal development and the acquisition of L2 grammar. In J. P. Lantolf (Ed.), Sociocultural theory and
second language learning (pp. 27–50). Oxford University Press.
Dormer, R., Cacali, E., & Senna, M. (2017). Having a blast with a computer-mediated information gap
task: Keep talking & nobody explodes in the EFL classroom. The Language Teacher, 41(1), 30–32.
Dörnyei, Z. (2007). Research methods in applied linguistics. Oxford University Press.
Doughty, C., & Pica, T. (1986). “Information gap” tasks: Do they facilitate second language acquisition?
TESOL Quarterly, 20(2), 305–325. https://doi.org/10.2307/3586546
Ellis, R. (2003). Task-based language learning and teaching. Oxford University Press.
Ellis, R. (2008). The study of second language acquisition. Oxford University Press.
Ellis, R. (2015). Understanding second language acquisition. Oxford University Press.
Gee, J. P. (2014). An introduction to discourse analysis: Theory and method. Routledge.
Gutiérrez, G. A. G. (2006). Sociocultural theory and its application to CALL: A study of the computer
and its relevance as a mediational tool in the process of collaborative activity. ReCALL, 18(2), 230–251.
https://doi.org/10.1017/S0958344006000620
Hofmeyr, M. (2021). Lighting the fuse for interaction and negotiation: The potential of information-gap
digital puzzle games for language learning. Technology in Language Teaching & Learning, 3(1), 1–20.
https://doi.org/10.29140/tltl.v3n1.450
Jabbari, N., & Eslami, Z. R. (2019). Second language learning in the context of massively multiplayer
online games: A scoping review. ReCALL, 31(1), 92–113. https://doi.org/10.1017/S0958344018000058
Krashen, S. D. (1982). Principles and practice in second language acquisition. Pergamon.
Lantolf, J. P. (2000). Introducing sociocultural theory. In J. P. Lantolf (Ed.), Sociocultural theory and second
language learning (pp. 1–26). Oxford University Press.
Lightbown, P. M., & Spada, N. (2013). How languages are learned (4th ed.). Oxford University Press.
Linden Lab. (2003). Second Life [Computer software]. https://secondlife.com
Long, M. (1996). The role of linguistic environment in second language acquisition. In W. C. Ritchie, &
T. K. Bhatia (Eds.), Handbook of research on language acquisition (Vol. 2, pp. 413–468). Academic.
Luoma, S. (2004). Assessing speaking. Cambridge University Press.
Mackey, A., & Gass, S. M. (2016). Second language research: Methodology and design (2nd ed.). Routledge.
Miller, M., & Hegelheimer, V. (2006). The SIMs meet ESL: Incorporating authentic computer simulation
games into the language classroom. Interactive Technology & Smart Education, 3(4), 311–328. https://doi.
org/10.1108/17415650680000070
Peterson, M. (2006). Learner interaction management in an avatar and chat-based virtual world. Computer
Assisted Language Learning, 19(1), 79–103. https://doi.org/10.1080/09588220600804087
Peterson, M. (2010). Learner participation patterns and strategy use in second life: An exploratory case
study. ReCALL, 22(3), 273–292. https://doi.org/10.1017/S0958344010000169
92 Michael Hofmeyr
Peterson, M. (2011). Digital gaming and second language development: Japanese Learners interactions in a
MMORPG. Digital Culture & Education, 3(1), 56–73. https://www.digitalcultureandeducation.com/s/
peterson-April-2011.pdf
Peterson, M. (2012). Learner interaction in a massively multiplayer online role playing game
(MMORPG): A sociocultural discourse analysis. ReCALL, 24(3), 361–380. https://doi.org/10.1017/
S0958344012000195
Peterson, M. (2013). Computer games and language learning. Palgrave Macmillan.
Piirainen-Marsh, A., & Tainio, L. (2009). Other-repetition as a resource for participation in the activ-
ity of playing a video game. The Modern Language Journal, 93(2), 153–169. https://doi.org/10.1111/
j.1540-4781.2009.00853.x
Rama, P. S., Black, R. W., Van Es, E., & Warschauer, M. (2012). Affordances for second language learning
in world of warcraft. ReCALL, 24(3), 322–338. https://doi.org/10.1017/S0958344012000171
Ranalli, J. (2008). Learning English with the sims: Exploiting authentic computer simulation games
for L2 learning. Computer Assisted Language Learning, 21(5), 441–455. https://doi.org/10.1080/
09588220802447859
Schmidt, R. (1995). Consciousness and foreign language learning: A tutorial on the role of attention and
awareness in learning. In R. Schmidt (Ed.), Attention and awareness in foreign language learning (pp. 1–63).
University of Hawaii, Second Language Teaching & Curriculum Center.
Square. (2001). Final Fantasy X [Computer software].
Steel Crate Games. (2015). Keep Talking and Nobody Explodes [Computer software]. https://keeptalking-
game.com
Swain, M. (1985). Communicative competence: Some roles of comprehensible input and comprehensible
output in its development. In S. M. Gass, & C. G. Madden (Eds.), Input in second language acquisition
(pp. 235–253). Newbury House.
Suh, S., Kim, S. W., & Kim, N. J. (2010). Effectiveness of MMORPG-based instruction in elemen-
tary English education in Korea. Journal of Computer Assisted Learning, 26(5), 370–378. https://doi.
org/10.1111/j.1365-2729.2010.00353.x
Thompson, I. (2001). Japanese Speakers. In M. Swan, & B. Smith (Eds.), Learner English: A teacher’s guide to
interference and other problems (2nd ed., pp. 296–309). Cambridge University Press.
Thorne, S. L. (2008). Transcultural communication in open Internet environments and massively multi-
player online games. In S. S. Magnan (Ed.), Mediating discourse online (pp. 305–327). John Benjamins.
Toyoda, E., & Harrison, R. (2002). Categorization of text chat communication between learners and
native speakers of Japanese. Language Learning & Technology, 6(1), 82–99. https://doi.org/10125/25144
Van Lier, L. (2005). Case study. In E. Hinkel (Ed.), Handbook of research in second language teaching and learning
(Vol. 1, pp. 195–207). Lawrence Erlbaum.
VanPatten, B., Keating, G. D., & Wulff, S. (2020). Preface. In B. VanPatten, G. D. Keating, & S. Wulff
(Eds.), Theories in second language acquisition: An introduction (3rd ed., pp. xi–xii). Routledge.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes, M. Cole, V. John-Steiner,
S. Scribner, & E. Souberman (Eds.), (A. R. Luria, M. Lopez-Morillas, & M. Cole [with J. V. Wertsch],
Trans.). Harvard University Press. (Original manuscripts [ca. 1930-1934])
Wilson, J. (2019). Using the game keep talking and nobody explodes to practice intensive Reading.
Kwansei Gakuin University Humanities Review, 24(1), 67–76. http://hdl.handle.net/10236/00028444
Zheng, D., Young, M. F., Wagner, M. M., & Brewer, R. A. (2009). Negotiation for action: English
Language learning in game-based virtual worlds. The Modern Language Journal, 93(4), 489–511. https://
doi.org/10.1111/j.1540-4781.2009.00927.x
6
LET’S PLAY VIDEOS AND L2 ACADEMIC
VOCABULARY
Liss Kerstin Sylvén and John Löwenadler
6.1 Introduction
This exploratory study aims to investigate the extent to which academic vocabulary naturally
occurs in a specific type of gaming-related video known as a Let’s Play (LP). Our focus on aca-
demic language in such videos has several underlying motivations. First, recent years have seen a
dramatic increase in English academic reading comprehension among young people in Sweden
(Löwenadler, 2022, which cannot easily be explained by developments in English school edu-
cation. Furthermore, other research (see below) indicates that young individuals in Sweden and
similar highly digitalized countries learn a great deal of English from extramural exposure, for
example through digital gaming and by watching videos on platforms such as YouTube. This
study is therefore part of a larger investigation into the origins of the increased academic English
language ability among young people in Sweden. Finally, by carrying out this exploratory inves-
tigation, we take issue with the entrenched view of digital gaming as an unproductive or even
useless activity (Pearce, 2006), and argue that the learning potential in these contexts might be
greater and more varied than often assumed. The following are the research questions guiding
this study of the LP phenomenon:
RQ1: To what extent does academic vocabulary occur in the context of LPs?
RQ2: What characterizes the contexts in which academic vocabulary occurs in LPs?
RQ3: To what extent can academic vocabulary occurring in LPs be expected to be learn-
able for young second-language learners?
DOI: 10.4324/9781003240075-6
94 Liss Kerstin Sylvén and John Löwenadler
Sweden, the setting of the present study, is an example of a country where the role of English
has changed during the last decades. As outlined below, from primarily having been seen as an
FL taught in school, the English language is nowadays encountered in everyday life, for example
through ads, music, social media, and computer games. Sweden is by no means the only country
witnessing this change in the role of English, but rather one of many (see, e.g. Brevik, 2016;
De Wilde et al., 2020; Hannibal Jensen, 2018). Therefore, investigations into the effects of this
changing landscape on the learning of EFL are of a more general interest.
As described above, Sweden is one of many countries where English has shifted from being
an FL among others to taking a more prominent role in society. Thus, in Kachru’s terminology
(2005), Sweden belongs to the so-called expanding circle of English-speaking countries. Among
many individuals in the younger generations, the use of English is almost on a par with the use of
the respective first language (Sylvén, in press). English is naturally occurring in Swedish society
in, for instance, the original soundtracks of TV shows and movies produced in English-speaking
countries, often with subtitles in Swedish. English abounds in advertisements for anything from
perfumes to trucks. In Swedish school, English is the first FL children are introduced to, nor-
mally in the 1st–3rd grades. However, it is not uncommon for children to be exposed to English
already in kindergarten or preschool class, for example through songs and rhymes. Furthermore,
English is the only mandatory FL to be studied in the Swedish school system, and one of the
three core subjects (the other two being Swedish and mathematics). From the 6th grade, other
FLs are offered, and approximately 87 percent of Swedish students study these languages as a
voluntary choice (Swedish National Agency for Education, 2019).
At tertiary level, English is omnipresent. From master’s level and upwards, English is used
more or less as the default language in both writing and speaking (e.g., Salö, 2016). A vast major-
ity of all PhD theses are published in English, with an accompanying summary in Swedish.
Furthermore, English is commonly used as the lingua franca at companies with a global pres-
ence, such as Volvo Trucks, ABB, and Ericsson. More than two-thirds of all Swedish two-
year-olds spend time on the Internet a couple of times, or more often, per week. Further, 28
percent of two- to four-year-olds watch clips on sites such as YouTube every day, while 40
percent of four-year-olds and close to 70 percent of eight-year-olds report using the Internet
daily (Medierådet, 2019). Much of the content is in English. The widespread use of English has
sparked a debate as to whether English should rather be viewed as an L2 than an FL in Sweden
(Andersson, 2016; Hyltenstam, 2004; Josephson, 2004; Norén, 2006). Officially, English is still
viewed as an FL, but many would argue that for a subset of the Swedish population, English
would be more appropriately characterized as an L2 (Sundqvist & Sylvén, 2016).
One of the few linguistic descriptions of LPs is reported by Recktenwald (2014), who pro-
vides a historical overview of the phenomenon as well as a discourse analysis of 11 short extracts
in a case study of a single Let’s Player. While little scholarly attention has been paid to LPs, we
know that the first LP with live commentary was uploaded in 2007, with the genre seeing a huge
increase in popularity between 2009 and 2013 (Recktenwald, 2014). Although superficially
similar to other types of gaming-related videos, the LP genre has its own unique characteristics
(Wikipedia, 2021):
A Let’s Play (LP) is a video (or screenshots accompanied by text) documenting the play-
through of a video game, usually including commentary or a camera view of the gamer’s
face. A Let’s Play differs from a video game walkthrough or strategy guide by focusing on
an individual’s subjective experience with the game, often with humorous, irreverent, or
critical commentary from the gamer, rather than being an objective source of information
on how to progress through the game.
As Recktenwald (2014) points out, LPs are very much multimodal, since in addition to the
audio commentary of the Let’s Player, they may include the game’s sound track, in-game texts
in menus and other interfaces, as well as a visual representation of the world in which the game
takes place. The specific nature of LPs therefore means that although they differ from live
streaming (in the sense that they are prerecorded), much of the language used in them tends
to be spontaneous and unscripted, which gives them an authentic character similar to that of
natural conversation. Furthermore, the commentary itself is the crucial feature of these videos,
‘central to the social dimension of Let’s Play videos because it establishes relationships between
Let’s Players and their audience as well as between Let’s Player and the game’ (2014, p. 40).
From a language learning perspective, a typical property of LPs is that the linguistic output
generally comes from one individual speaker. On the assumption that young language learn-
ers often build a connection with specific streamers (Diwanji et al., 2020; Nilsson, 2020), this
means that the language of these individual speakers might well provide a substantial share of
the English language their viewers are exposed to. For example, in many cases, the input these
language learners receive from their English schoolteacher could be largely insignificant in com-
parison with the input provided by Let’s Players, at least in terms of hours of exposure. These
facts taken together make LPs an interesting area of study, particularly from the perspective of
young people and L2 learning.
take risks and attempt to use previously unknown words and phrases in other contexts. Thus,
the viewer is pushed beyond his or her actual developmental level into the ZPD with the help
of the Let’s Player.
Gaming activities have always been attractive for young people, and with the development of
digital technology, games involving other languages than one’s own L1 are omnipresent. The use
of English as the lingua franca in online games is in many cases the default choice. Gee (2007)
set up a total of 36 general learning principles, arguing for a relationship between video games,
learning, and literacy. Most of these principles concern L2 learning (see Sylvén & Sundqvist,
2012b, for a more detailed discussion of these principles in relation to L2 learning). Numerous
studies confirm the L2 learning benefits of online gaming (Brevik, 2016; Chotipaktanasook
& Reinders, 2018; Li et al., 2021; Peterson, 2012; Piirainen-Marsh & Tainio, 2009; Reinders,
2012; Sundqvist, 2009; Sundqvist & Wikström, 2015; Sykes et al., 2012; Turgut & Irgin, 2009;
Vosburg, 2017; Zheng et al., 2015). While most studies investigate vocabulary acquisition, there
are also those that focus on interaction and oral proficiency.
The majority of studies indicating benefits from extramural exposure on L2 learning have
focused on adolescents and young adults, while few studies exist on L2 learning effects when
younger learners engage in digital L2 activities. Among the existing studies, several are set in
the Nordic context, which could possibly be explained by the important role of English in this
region and the fact that the Nordic languages are linguistically close to English (Lindgren &
Muñoz, 2013). Set in Denmark, Hannibal Jensen (2017, 2018) investigated possible correlations
between exposure to English and L2 English proficiency among seven- to eleven-year-olds.
The general conclusion was that the Internet offers an abundance of attractive affordances for
L2 English learning for young individuals. In Iceland, Lefever (2010) showed how eight-year-
old children understand and are able to interact in basic English before formal instruction starts
in school, and that their L2 English was largely acquired through various forms of media and
digital gaming. In a number of publications from the Swedish context, benefits from exposure
to English outside of school in general and from digital gaming in particular have been shown
among the 4th to 6th graders (Sundqvist & Sylvén, 2014; Sylvén & Sundqvist, 2012a). The study
by Lindgren and Enever (2017) was also set in Sweden, where three young language learners
were followed through primary school. One of the key results was that the variation in lan-
guage competency between the three informants to a large extent could be explained by the
amount of exposure to English these children had outside of school. Sylvén (in press), focusing
on children in Swedish kindergarten and 1st grade, drew very similar conclusions. The children
with the largest exposure to English through, for instance, YouTube videos and digital games,
were the ones who scored the highest on English tests. In another context, Flanders, De Wilde
and Eyckmans (2017) focused on L2 English proficiency among eleven-year-olds. This study is
particularly interesting as formal English instruction in Flanders starts relatively late in compar-
ison with other European countries (Enever, 2011). The findings showed that a majority of the
participating children were able to perform at the A2 level (Council of Europe, 2001) despite
not having had any previous formal instruction. As in the previous studies, the main sources of
L2 English learning were gaming and computer use.
Given the abundance of positive language learning outcomes, it seems safe to assume that
English encountered in digital games is conducive to the learning of EFL more generally.
However, not much is known about the content of specific types of gaming-related input, and
even less about the potential for learning academic language through exposure to such input.
For example, by occurring in a multimodal setting (Kress, 2009), the language in these videos
is often embedded in contexts where comprehension is supported not only by purely linguistic
contextual clues but also by features unique to visual aspects of the games.
Let’s Play Videos and L2 Academic Vocabulary 97
For the purposes of this study, our definition of academic vocabulary will basically follow
the selection criteria of the major academic vocabulary corpora (see below), and is similar to the
basic view expressed in Malmström et al. (2018, p. 29) where it is argued that academic words
‘are used more frequently in academic than non-academic settings. Because academic vocabu-
lary has a strong enabling function vis à vis other dimensions of academic communication […],
knowledge of these words is beneficial.’
involved identifying the vocabulary items in the LP corpus that corresponded to an academic
word form specified in the NAWL. The items were then coded based on visual aspects in the
video or linguistic aspects in the speech stream, which could be assumed to directly support
comprehension of the relevant vocabulary form. The final stage involved finding more general
patterns, where the emerging categories were derived inductively from the analyzed empirical
data rather than being theoretically predetermined (cf. Dörnyei, 2007). In the default case, most
instances could be categorized as exemplifying ‘contextual support,’ essentially similar to that
found in speech situations without any visual component. The other emerging categories were
more specific to LPs and relate to the interaction between speech and visual information on the
screen, as well as to patterns of speech that appeared to be typical of the LP genre.
To obtain a quantitative overview of what types of words are represented in the empir-
ical data, the transcribed LPs were initially analyzed by the software available on LexTutor
(https://www.lextutor.ca). For comparison, texts taken from BBC articles online as well as
from the English reading comprehension part (ERC) of the Swedish Scholastic Assessment Test
(SweSAT) were analyzed in the same manner. BBC was chosen as a source because articles pub-
lished there are known to contain relatively advanced vocabulary. In turn, because of its aim
to measure academic reading comprehension, the ERC typically contains a considerable share
of academic or low-frequency vocabulary. The number of words from these two sources was
roughly the same as that found in the LP transcripts, and they function here as points of reference
for the investigation of the LP data.
6.6 Results
6.6.1 Quantitative overview
The results of the initial quantitative analyses indicate that roughly 90 percent of the words in
the LP corpus belong to the 1000 most common English words (K1). The corresponding figures
for the BBC and ERC texts were 84 and 79 percent, respectively. The number of words at the
next level, K2, was roughly 3 percent among the Let’s Players, and 4 and 5 percent, respectively,
for the BBC and ERC texts. Looking specifically at academic vocabulary, the percentages varied
from 0.6 to 1.1 among the Let’s Players. In the BBC texts, academic vocabulary constituted 4.8
percent of all words, and the corresponding figure for the ERC texts was 6.3. These results are
illustrated in Figures 6.1 and 6.2.
Thus, while K2 and AWL vocabulary items are clearly less frequent in LPs than in typically
academic texts, the analysis shows that even in this seemingly informal context, such words reg-
ularly occur. This is particularly interesting in relation to common assumptions regarding the
character and supposedly unproductive nature of digital gaming (Pearce, 2006). The argument
that these videos provide a very useful resource for advanced vocabulary learning is explored in
more detail in the next section.
some selected occurrences in the LP corpus from the NAWL, giving a snapshot of the types of
words that viewers are exposed to in these videos:
adjacent, approximate, comply, consumption, crude, cue, deceive, dense, dependence, dimensional,
domain, elevate, elimination, emit, enforcement, enzyme, fluid, genetically, goods, gravity, grid, hab-
itat, impact, inevitably, infinity, insert, integration, interact, interfere, interrupt, kidney, manipulate,
merge, nonetheless, obscure, obtain, occurrence, predator, presume, productive, progression, radiation,
randomize, reactive, render, replicate, reproduce, respiratory, retrieve, scatter, span, specimen, subtle,
surplus, technically, terminology, thermal, toxic, transformation, transmit, utilize, vein, velocity, viable
To put the academic words into context and evaluate the potential for learning them, we now
present some excerpts from the analyzed LPs involving vocabulary items from the list above.
These excerpts are organized according to the type of context in which these word forms occur
and are discussed from the perspective of unique characteristics associated with academic vocab-
ulary in LPs. The main characteristics forming the basis of categorization involve (1) contextual
support, (2) text support, (3) visual support, and (4) explanatory support. However, as will be clear,
these characteristics sometimes interact with each other, although this is not always the case.
We start with the category of contextual support. Then, we turn to examples where some other
type of support is more explicitly involved in the video. Although the extent to which viewers
can interpret or even learn the relevant word form is not the main study focus here, we present
some tentative hypotheses in the discussion below.
In these examples, the speech before and after the relevant academic word provides a context
which arguably facilitates comprehension. Of course, to what degree viewers can interpret or
even acquire a particular word form is a question which requires experimental evidence. The
categorization in this study should therefore not be taken as evidence of acquisition processes.
Still, the excerpts above represent relatively clear examples of contextually supported vocabu-
lary forms, with supporting phrases like It’s the back end, right? (‘terminology’), in the same vein
as Dora the Explorer horror game (‘vein’), trying to figure out how to utilize their blood to fix everything
(‘utilize’), today we try and obtain the one item (‘obtain’), and we had so many great memories back
when I played it the very first time (‘replicate’). However, unlike in the examples presented below,
there is no obvious support from local visual aspects of the LPs in these examples, although
such support may come from sections elsewhere in the videos. Thus, the vocabulary learning
potential in these examples may be similar to that found in spoken language without visual
support, where the possibility of deriving word meanings is dependent on the nature of the
linguistic context.
grow up with the stories like the rest of us did, but he’s seen it too, said it almost got to him
yesterday. Now that even Joshua has seen it, I know for certain that my eyes weren’t deceiving
me.’ Huh, okay…
In these excerpts, the Let’s Player Markiplier reads information displayed in a pop-up window
within the game. In Example 6, he reads a longer piece of text, while Examples 7 and 8 illustrate
his reaction to the information, resulting in a kind of interaction between him and in-game
(non-player) characters.
These examples illustrate some of the different types of visual support referred to above. In Example
9, visual aspects of the event associated with the verb emit are displayed in the game while Markiplier
is reflecting on the situation. In Example 10, JackSepticEye uses the noun habitat (in the compound
habitat builder), where the meaning can potentially be interpreted through more general visual aspects
in the storyline of the game. In Example 11, the meaning of the adverb crudely is illustrated by the
in-game actions of DanTDM, while comprehension of the adjective adjacent in Example 12 is sup-
ported by the location of the objects seen in the video. Thus, as seen in these examples, the meaning
of academic vocabulary related to different word classes and semantic types can be specified by visual
information, supporting comprehension and learning for the viewers of the LPs.
All four examples in this category come from JackSepticEye, which might be a coincidence or a
typical feature of his LPs. As pointed out above, the use of paraphrasing in these examples seems to
mainly function as a way to keep the discourse going. The relevant phrases and paraphrases are I don’t
think I can merge them (I don’t think I can stick them together) in Example 13, I find it obscuring to my view (It
gets in the way of everything) in Example 14, They were all just scattered around the world (I don’t think they
were all in the same area) in Example 15, and So you’re always kind of at a surplus of energy (You’re hoping
that it charges faster than it depletes the energy) in Example 16. Arguably, such paraphrasing helps viewers
interpret the meaning of the word forms and supports learning of academic vocabulary.
6.7 Discussion
This exploratory study has presented some evidence that many of the most popular and wide-
spread LPs created by native English speakers are suitable for vocabulary learning, and that this
is true even about more academic language. By doing so, like Pearce (2006), we also take issue
with commonly held views of gaming as an unproductive activity.
Let’s Play Videos and L2 Academic Vocabulary 105
In response to the first research question, that is, the extent to which academic vocab-
ulary occurs in LPs, it obviously depends on the language use associated with particular
content creators, but arguably, it also depends on the language typical of the gaming genre
itself (Recktenwald, 2014). All three Let’s Players in the current study regularly use aca-
demic vocabulary in their videos, although the share of such words varies between them.
What stands out is that even in this fairly restricted corpus of 20 h of recorded videos, a
considerable share (37%) of all the academic words in the NAWL occur at least once. In light
of the hundreds of hours many young second-language learners spend watching such videos
(Hannibal Jensen, 2018; Sylvén, in press), it seems likely that the LP genre offers extensive
opportunities for learning formal as well as informal words and phrases. In addition, the
unique type of relationship established between a Let’s Player and their audience forms a safe
and non-threatening language learning environment. Thus, despite being separated from
the viewers in time and space, the Let’s Player may often function as a more knowledgea-
ble peer, guiding the learner through the content by using various types of contextual and
multimodal support.
Turning to the second research question, what characterizes the contexts in which academic
vocabulary occurs in LPs?, the qualitative analysis aimed to categorize the examples in terms of
their unique contextual features. The analysis showed that there are at least four typical envi-
ronments labelled here as featuring (standard) contextual support, text support, visual support,
and explanatory support. In some cases, there is overlap between these features. In particular,
the latter three are specific (although not necessarily unique) to the context of LPs and offer
some degree of support in addition to that found in many other types of contexts. Thus, the
sociocultural concept of a more knowledgeable peer helping a learner to advance beyond his or
her current developmental level into the ZPD can be applied here to the Let’s Player using these
four types of support.
Addressing the third research question, i.e., to what extent can academic vocabulary occur-
ring in LPs be expected to be learnable by young second-language learners?, it can be concluded
that although the precise vocabulary learning potential of LPs cannot be directly determined by
the observational methods used in this study, the presented examples indicate that the academic
words used by the Let’s Players regularly occur in environments where there is contextual sup-
port, text support, visual support, and/or explanatory support, all of which are previously known
to facilitate language learning (Rodgers & Heidt, 2020). Furthermore, in light of the very large
amount of time many young learners spend watching LPs or similar videos (Internetstiftelsen,
2018; Medierådet, 2017), 20 h of speech is likely to represent a mere fraction of their total
online exposure to English. The more exact learning potential of LPs remains to be determined
through empirical studies, but there seems to be no question as to the usefulness of LPs for
learning academic vocabulary.
As discussed in the results section, a typical characteristic of the language in these videos is the
combination of colloquial language and academic vocabulary. Considering previous research on
speech and text comprehension, the general emphasis on high-frequency vocabulary may allow
even non-native LP viewers to understand much of the content (Nation, 2007). In that sense,
this stylistically mixed setting arguably provides a relatively unique environment for learning
academic vocabulary, which is different from that associated with more traditional academic
texts. Finally, returning to the original motivation for this study, it is obviously not possible to
conclude that the widespread exposure to LPs is the main factor behind the increased academic
English ability among young people in Sweden. However, as we have shown, LPs and similar
types of input might well be more important for the development of academic language skills
than has previously been assumed.
106 Liss Kerstin Sylvén and John Löwenadler
References
Andersson, L.-G. (2016, June 24). Är engelska vårt andraspråk? Göteborgs-Posten.
Bialystok, E. (1981). The role of conscious strategies in second language proficiency. The Modern Language
Journal, 65(1), 24–35. http://doi.org/10.2307/326204
Brevik, L. M. (2016). The gaming outliers: Does out-of-school gaming improve boys’ Reading skills in
English as a second language. In E. Elstad (Ed.), Educational technology and polycontextual bridging (pp.
39–61). Sense Publishers.
Chotipaktanasook, N., & Reinders, H. (2018). A massively multiplayer online role-playing game and its effects
on interaction in the second language: Play, interact, and learn. In B. Zou, & M. Thomas (Eds.), Handbook
of research on integrating technology into contemporary language learning and teaching (pp. 367–389). IGI Global.
Council of Europe. (2001). Common European framework of reference for languages: Learning, teaching, assess-
ment. Cambridge University Press.
Let’s Play Videos and L2 Academic Vocabulary 107
Coxhead, A. (1998). An academic word list. Occasional publication number 18, LALS. Wellington, New
Zealand: Victoria University of Wellington.
De Wilde, V., Brysbaert, M., & Eyckmans, J. (2020). Learning English through out-of-school exposure.
Which levels of language proficiency are attained and which types of input are important? Bilingualism:
Language & Cognition, 23, 171–185. https://doi.org/10.1017/S1366728918001062
De Wilde, V., & Eyckmans, J. (2017). Game on! Young learners’ incidental language learning of
English prior to instruction. Studies in Second Language Learning and Teaching, 4, 673–694. https://doi.
org/10.14746/ssllt.2017.7.4.6
Diwanji, V., Reed, A., Ferchaud, A., Seibert, J., Weinbrecht, V., & Sellers, N. (2020). Don’t just watch,
join in: Exploring information behavior and copresence on twitch. Computers in Human Behavior,
105(1). https://doi.org/10.14746/ssllt.2017.7.4.610.1016/j.chb.2019.106221
Dörnyei, Z. (2007). Research methods in applied linguistics. Oxford University Press.
Enever, J. (Ed.) (2011). ELLiE: Early language learning in Europe. The British Council.
Gee, J. P. (2007). What video games have to teach us about learning and literacy. Revised and updated edition.
Palgrave Macmillan.
Hannibal Jensen, S. (2017). Gaming as an English language learning resource among young children in
Denmark. CALICO Journal, 1(34), 1–19. https://doi.org/10.14746/ssllt.2017.7.4.610.1558/cj.29519
Hannibal Jensen, S. (2018). Extramural English engagement in a Danish context: A young learner perspective.
(PhD Compilation), Odense: University of Southern Denmark.
Hyltenstam, K. (2004). Engelskan, skolans språkundervisning och svensk språkpolitik. In B. Lindgren, &
O. Josephson (Eds.), Engelskan i Sverige (pp. 36–107). Svenska Språknämnden.
Internetstiftelsen. (2018). Svenskarna och internet. Retrieved from www.internetstiftelsen.se
Josephson, O. (2004). Engelskan i 2000-talets Sverige. In B. Lindgren, & O. Josephson (Eds.), Engelskan i
Sverige (pp. 7–24). Svenska Språknämnden.
Kachru, Y. (2005). Pedagogical grammars: Second language. In K. Brown (Ed.), Encyclopedia of language &
linguistics (pp. 248–254). Elsevier.
Kress, G. (2009). Multimodality: A social semiotic approach to contemporary communication. Routledge.
Lefever, S. (2010). English skills of young learners in Iceland. Radstefnurit Netlu, 1–17.
Li, K., Peterson, M., & Wang, Q. (2021). Using community of inquiry to scaffold language learning in
out-of-school gaming: A case study. International Journal of Game-Based Learning, 11(1), 31–52. https://
doi.org/10.4018/IJGBL.2021010103
Lindgren, E., & Enever, J. (2017). Employing mixed methods for the construction of thick descriptions of
early language learning. In J. Enever, & E. Lindgren (Eds.), Early language learning. Complexity and mixed
methods (pp. 201–221). Multilingual Matters.
Lindgren, E., & Muñoz, C. (2013). The influence of exposure, parents, and linguistic distance on young
European learners’ foreign langauge comprehension. International Journal of Multilingualism, 10(1),
105–129. https://doi.org/10.1080/14790718.2012.679275
Löwenadler, J. (2022). Trends in Swedish and English reading comprehension ability among Swedish
adolescents: a study of SweSAT data 2012-2018. Scandinavian Journal of Educational Research. Published
online 22 Feb, 2022. https://doi.org/10.1080/00313831.2022.2042841
Malmström, H., Pecorari, D., & Shaw, P. (2018). Words for what? Contrasting university students’ recep-
tive and productive academic vocabulary needs. English for Specific Purposes, 50(April), 28–39. https://
doi.org/10.1016/j.esp.201711.002
Medierådet. (2017). Småungar och medier. Medierådet.
Medierådet. (2019). Småungar och medier. Statens Medieråd.
Nation, P. (2007). The four strands. Innovation in Language Learning and Teaching, 1(1), https://doi.
org/10.2167/illt039.0
Nilsson, T. (2020). Consumers’ attitudes towards personal branding on twitch.tv and their subsequent purchase inten-
tion. (Bachelor), Luleå, Sweden: Luleå University of Technology.
Norén, K. (2006). Engelska är bättre, ibland. Språkvård, 3, 35–39.
PCGames. (2017). Gaming videos are bigger than HBO, Netflix, and Hulu combined. Retrieved from
https://www.pcgamesn.com/twitch-youtube-netflix-subscribers
Pearce, C. (2006). Productive play. Game culture from the bottom up. Games and Culture, 1(1), 17–24.
https://doi.org/10.1177/1555412005281418
108 Liss Kerstin Sylvén and John Löwenadler
Peterson, M. (2012). Learner interaction in a massively multiplayer online role playing game
(MMORPG): A sociocultural discourse analysis. ReCALL, 24(3), 3561–3381. https://doi.org/10.1017/
S0958344012000195
Piirainen-Marsh, A., & Tainio, L. (2009). Other-repetition as a resource for participation in the activity
of playing a video game. The Modern Language Journal, 93(2), 153–169. https://doi.org/10.1111/j.1540-
4781.2009.00853.x
Recktenwald, D. (2014). Interactional practices in Let’s play videos. Saarbrücken, Germany: Saarland University.
Reinders, H. (Ed). (2012). Digital games in language learning and teaching. Palgrave Macmillan.
Rodgers, M. P. H., & Heidt, J. (2020). Levelling up comprehensible input and vocabulary learning: The
lexical profile of videogames. In V. Werner, & F. Tegge (Eds.), Pop culture in language education: Theory,
research, practice (pp. 215–227). Routledge.
Salö, L. (2016). Languages and linguistic exchanges in Swedish academia: Practices, processes, and globalizing mar-
kets. Stockholm: Stockholm University.
Sundqvist, P. (2009). The impact of spare time activities on students’ English language skills. In S. Granath,
B. Bihl, & E. Wennö (Eds.), Vägar till språk och litteratur (pp. 63–76). Karlstad: Centrum för Språk- och
Litteraturdidakti (CSL), Karlstads universitet.
Sundqvist, P., & Sylvén, L. K. (2014). Language-related computer use: Focus on young L2 English learners
in Sweden. ReCALL, 26(1), 3–20. https://doi.org/10.1017/S0958344013000232
Sundqvist, P., & Sylvén, L. K. (2016). Extramural English in teaching and learning. From theory and research to
practice. Palgrave Macmillan.
Sundqvist, P., & Wikström, P. (2015). Out-of-school digital gameplay and in-school L2 English vocabu-
lary outcomes. System, 51( July), 65–76. https://doi.org/10.1016/j.system.2015.04.001
SuperData. (2018). 2017 Year in review. Digital games and interactive media. Retrieved from https://
strivesponsorship.com/wp-content/uploads/2018/02/SuperData-2017-year-in-review-digital-games-
and-interactive-media.pdf
Swedish National Agency for Education. (2019). Elever och skolenheter i grundskolan läsåret 2018/19.
Retrieved from Stockholm: https://www.skolverket.se/publikationsserier/beskrivande-statistik/2019/
pm—elever-och-skolenheter-i-grundskolan-lasaret-2018-19
Sykes, J. E., Reinhardt, J., Liskin-Gasparro, J. E., & Lacorte, M. (2012). Language at play: Digital games in
second and foreign language teaching and learning. Pearson Higher Education.
Sylvén, L. K. (in press). Very young Swedish children’s exposure to English outside of school. In C. Bardel,
C. Hedman, K. Rejman, & E. Zetterholm (Eds.), Exploring language education. Global and local perspec-
tives. Stockholm University Press.
Sylvén, L. K., & Sundqvist, P. (2012a). Gaming as extramural English L2 learning and L2 proficiency
among young learners. ReCALL, 24(3), 302–321. https://doi.org/10.1017/S095834401200016X
Sylvén, L. K., & Sundqvist, P. (2012b). Similarities between playing world of warcraft and CLIL. Apples -
Journal of Applied Language Studies, 6(2), 113–130.
Tudge, J. (1990). Vygotsky, the zone of proximal development, and peer collaboration: Implications for
classroom practice. In L. C. Moll (Ed.), Vygotsky and education (pp. 155–172). Cambridge University
Press.
Turgut, Y., & Irgin, P. (2009). Young learners’ language learning via computer games. Procedia - Social and
Behavioral Sciences, 1(1), 760–764.
Vosburg, D. (2017). The effects of group dynamics on language learning and use in an MMOG. CALICO
Journal, 34(1), 58–74. https://doi.org/10.1558/cj.29524
Wikipedia. (2021). Let’s Play Retrieved from https://en.wikipedia.org/wiki/Let%27s_Play
Zheng, D., Bischoff, M., & Gilliland, B. (2015). Vocabulary learning in massively multiplayer online
games: Context and action Before words. Educational Technology Research and Development, 63(5),
771–790. https://doi.org/10.1007/s11423-015-9387-4
7
EXPLORING ESL STUDENTS’ PERCEIVED
ENGAGEMENT IN AND EXPERIENCE OF
CONTENT VOCABULARY LEARNING
THROUGH VIRTUAL REALITY GAMES
Muleyke Sahinler Albayrak, Julian Chen and P. John Williams
7.1 Introduction
Vocabulary acquisition has been considered a critical aspect of developing foreign language skills
(Nam, 2010; Nation, 2001; Urun et al., 2017). Without the foundation of vocabulary, learners
cannot express their thoughts (output), understand what they hear or read (input), and are una-
ble to engage further with different aspects of the target language (Tokowicz & Degani, 2015).
Acquiring target vocabulary requires learners to establish a strong connection between meaning
and words (Tokowicz & Degani, 2015), and a thorough comprehension of the context is inte-
gral to understanding the meaning of unknown vocabulary (Gass et al., 2020; Groot, 2000). As
such, language learners often find it difficult to link lexis to their meaning, and struggle to learn
vocabulary related to a specific subject area (Alfadil, 2020). Therefore, discovering and devel-
oping effective approaches to teach content-based vocabulary has the potential to improve ESL
students’ academic success, as retaining content-based vocabulary can pave the way for students
to acquire new knowledge across subjects in mainstream classes (Kohnke & Ting, 2021).
Given the digital age, young adults nowadays are increasingly invested in online games out-
side of school (Alfadil, 2020; Rhodes, 2017). Previous research indicates that virtual reality
(VR) games are conducive to situated learning as they enable learners to acquire the target
vocabulary while being immersed in topic-related scenarios (Chen, 2016). This has pedagog-
ical implications for English teachers working with ESL students in a mainstream classroom
(Bytheway, 2014; Dawley & Dede, 2014; Hao et al., 2021).
This study was motivated by the pedagogical concerns addressed above to investigate whether
a VR approach to learning content vocabulary could better support ESL students in their sub-
ject learning following the Australian curriculum. It was piloted at an independent school in
which 90 percent of the student population migrated from the Middle East in early childhood
and do not speak English at home. ESL students at this school generally have difficulty learn-
ing content-specific vocabulary related to Math, Science, Humanities, Social Sciences, Art,
and English. Mainstream subject teachers often attribute low achievement to students’ limited
vocabulary. They also lack training to develop strategies to support the ESL learners. Thus, they
rely on the English teacher to cover the vocabulary items related to their own subject. The sci-
ence teacher, for example, frequently asks the English teacher to add science vocabulary items
to the students’ weekly target word lists because the students have insufficient science-related
DOI: 10.4324/9781003240075-7
110 Muleyke Sahinler Albayrak et al.
vocabulary knowledge to carry out tasks. Nevertheless, the English teacher uses traditional
methods of teaching science vocabulary, such as asking students to look up unknown words in
the English-only dictionary and memorise them. Consequently, ESL students still struggle to
complete their tasks in class, which impacts their academic performance in school and national
assessments. The situation is particularly high-stakes in the end-of-semester assessments when
students need to receive a scaled mark of 50 or above to meet subject competency requirements
mandated by the Australian curriculum (Australian Curriculum, Assessment and Reporting
Authority [ACARA], 2016a).
To transform the status in this context, this case study explored how headset-enabled VR
games could serve as an innovative approach to optimising content vocabulary learning and
lead to a better understanding of subject content knowledge for ESL adolescents. Specifically, it
examined their perceptions of and attitudes towards VR game-based learning environments to
offer best practices for educational institutions that support ESL learners. Given the scarcity of
research on exploring the perspectives and experiences of ESL students in learning content-spe-
cific vocabulary in a VR-gamified environment supported by headsets (Alfadil, 2020; Godwin-
Jones, 2016), findings drawn from this study can shed light on this area.
that enhanced the ESL students’ communication skills and vocabulary acquisition, but above all,
instilled the fun element in their English learning. Similarly, Berns et al. (2013) found that 3D
VR games made vocabulary learning easier as they visualise and situate vocabulary in context
and provide immediate feedback.
1. How do ESL learners perceive their first-hand experience of using headset-enabled educational VR
games to engage with the subject content?
2. What are the aspects of a headset-enabled VR game-based learning environment that can facilitate or
hinder content-specific vocabulary learning?
112 Muleyke Sahinler Albayrak et al.
7.3 Methodology
7.3.1 Setting
This study took place during a five-week period in an independent K-12 school in Western
Australia. Year 9 students were chosen, as the content-based VR games support both the Year
8 and Year 9 curricula. Although the Years 8 and 9 curricula are not the same, they are related
and include revision and transition classes. For example, in Science, cells are covered in Year 8
but could be a revision class for Year 9, as there is flexibility for teachers in choosing contexts.
According to ACARA (2016b), developing content-specific vocabulary knowledge is identi-
fied as a required general capability (for years K-10 regarding mainstream subjects). Students are
required to achieve the following: ‘develop strategies and skills for acquiring a wide topic vocab-
ulary in the learning areas and the capacity to spell the relevant words accurately. In developing
and acting with literacy, students: understand learning area vocabulary, use spelling knowledge’
(ACARA, 2016b, Word Knowledge section). The Year 8 Science sample assessment activity,
related to Earth and Space Sciences, for example, requires the students to use content-specific
vocabulary items to identify the type of particles in a rock. Another example is related to The
Arts, where students must use the art terminology to describe an artwork in order to meet
the ‘satisfactory’ standard. In Humanities and Social Sciences, one of the achievement stand-
ards related to Geography is linked to how comprehensibly the content related to landscapes is
narrated. Presenting a detailed description of landscapes by using a variety of content-specific
vocabulary items is awarded 8 marks. However, if students briefly describe the landscape, they
only collect one or two marks (ACARA, 2016c).
The curriculum director’s approval was sought following the ethics protocols mandated by
the Human Research Ethics Committee at the researchers’ University. Informed consent was
explained to and collected from the students and their guardians, who also received a copy of
the informed consent form. The consent form provided information about whom to contact for
inquiries regarding the research. The form also stated the procedures in a language that was easy
for students and their guardians to understand. Pseudonyms were adopted for all participants to
protect their identity from being disclosed, as they might come from a refugee or immigrant
population. Grammatical errors in student data were kept intact unless they interfered with
comprehensibility.
7.3.2 Participants
Twenty-four Year 9 (14-year-old) ESL learners who were struggling with mainstream subjects
were pre-selected for this study, because their English proficiency levels had been assessed at
the lower band of ‘Below Satisfactory’ by their English teacher (ACARA, 2016a). Six out
of these 24 student volunteers were further selected via manual simple random sampling to
collect more in-depth data on their views of using HMD VR games to learn new content
vocabulary. The small sample size would also fit the scope of the pilot study that allowed the
researchers to zero in on the nuanced aspects of educational VR games impacting ESL learn-
ers’ experiences and perceptions. Given budget constraints, only six smart phones and headsets
were available for the study.
An online survey was conducted to gather students’ linguistic and cultural background infor-
mation in the same week they commenced playing the VR games (designated as Week 1). Each
student used an iPad provided by the school to complete the survey, which consisted of closed
and open-ended questions. Five female and one male student participated in the study. Three
students were from Egypt, while the others were from Somalia, Syria, and Jordan. The majority
Exploring ESL Students’ Perceived Engagement 113
of the students’ home language was Arabic, other than Fatma, who spoke Somali. Except for
Ali, who started to learn English at the age of six, the other five students started to learn English
in a mainstream classroom once they had moved to Australia (see Table 7.1). All students agreed
that vocabulary knowledge is important for developing language skills and understanding main-
stream subjects. Half of the students had not played VR games before nor did they know if
games would help them learn vocabulary. Conversely, those who had played VR games at least
once agreed that VR games could help them learn new vocabulary items.
7.3.4 Procedure
Nine different games were carefully selected (three related to Science, one related to Art, five
related to Humanities and Social Sciences) and verified by teachers of the mainstream subjects
for content suitability (see Table 7.2) (Gee, 2005).
The games provided 3D visualisations of the target vocabulary items in tandem with written
and audio information about the content. The games enabled the players to interact with the
game, reach a goal, explore, and think about the relationships between the content and vocab-
ulary items (Gee, 2005) (see Appendix A to view all games’ characteristics according to Gee’s
good game principles). All games were played using Google Cardboard, a VR headset device
that enables gaming in the 3D VR world (See Figure 7.1).
The pilot study was conducted during the regular class time and throughout the five weeks
of VR gaming intervention. The six randomly selected students played each of the nine games
once, two games each week, except for the last week (Week 5) when they only played one
game. They still attended their regular class but played the vocabulary games in a separate room,
whilst other students were completing the normal review activities in the regular class. One of
the researchers, who also works at the independent school, guided the students’ gaming activ-
ities during the VR intervention. Each student was given a headset and a smartphone with the
114 Muleyke Sahinler Albayrak et al.
downloaded VR game application, and received instructions on how to start, select options,
move themselves around and play the headset-enabled VR games. The VR game session took
approximately 30 min, followed by a 10-min session for students to respond to the exit slip
question (see below).
To illustrate, students read about cells, the parts of cells and their function from their Science
worksheet in week 1. Then students played InCell, an action and racing game where the players
were in a human cell and had to stop the virus advance (see Figure 7.2). The game provided tex-
tual and audio information about the content and the players’ mission. At the end of the game,
players would receive a report about their progress. The target vocabulary items in the reading
passage of InCell were also related to the Year 8 Science curriculum (ACARA, 2016c), such as
mitochondrion organelle, invasion, and molecular machine.
Week Pre-game survey Exit slip Group interview Observation scheme Journal Post-game survey
1 ✓ ✓ ✓ ✓ ✓
2 ✓ ✓ ✓
3 ✓ ✓ ✓ ✓
4 ✓ ✓ ✓
5 ✓ ✓ ✓ ✓ ✓
116 Muleyke Sahinler Albayrak et al.
students also completed the final survey, which allowed the researchers to explore whether stu-
dents’ perceptions of learning content-based vocabulary via VR games had changed.
How did the history game help you learn new words?
What would you like to change about the VR game today?
What did you enjoy about the science game today?
However, it was found that students struggled to answer three questions in Week 1. To mitigate
this issue and consider students’ lower English proficiency, the number of prompts was modified
from three to two in Week 2, and then one throughout the rest of the weeks (see Figure 7.3).
Week 1: After the pre-game online survey and before playing, students were asked about
their prior experience with VR and how they perceived playing video games via head-
sets to learn vocabulary.
Week 3: After playing six games in total, students were asked about their attitudes towards
the headset-enabled VR game practices up to this stage.
Week 5: After playing all the nine games, students were asked about which games they
found useful for vocabulary learning and how they compared this VR experience with
regular class activities.
7.3.6.1 Trustworthiness
Research rigour in this study was ensured following the criteria suggested by Creswell and Poth (2018).
Credibility was ensured by establishing an audit trail to document and reflect on the whole process
through the research journal and observation scheme. This documentation included reflections, ques-
tions and decisions made about the technical issues of using the Google Cardboard for selecting games,
and how students reacted to this VR gamified approach to content vocabulary learning.
The multiple data sources helped to ensure trustworthiness, and text data was collected to
better understand the nuanced factors that influence VR-based vocabulary learning, supported by
students’ perceptions. Triangulated data provide evidence to corroborate the qualitative data and
capture a holistic picture of the investigated phenomenon (Mackey & Gass, 2015). Data triangula-
tion—by drawing on transcribed interviews, exit slip responses, and the observation notes to cap-
ture VR learning episodes and dynamics also helped to strengthen credibility. Transferability was
considered by providing a thick description and supported by concrete evidence from participant
interviews, field notes and documents of the study, thus allowing other like-minded educators to
determine the applicability of findings to their own teaching context (Merriam & Tisdell, 2015).
118 Muleyke Sahinler Albayrak et al.
To address reflexivity, the researcher’s (the first author’s) journal, field notes, and observations
lent themselves to the researcher’s positioning (Creswell & Poth, 2018). Specifically, the follow-
ing questions were considered when the researcher took notes in the journal and observation
scheme: ‘What do I know? How do I know what I know? What student verbatim has shaped
my perspective? With what voice do I share my perspective? What do I do with what I have
found?’ (Marshall & Rossman, 2014, p. 118). This reflexivity practice helped ensure that the data
speaks for itself, and the researcher should be attentive to the nuanced dynamics without making
preconceived judgements. The researcher followed this criterion to minimise pre-existing biases
and weaved it into the data analysis process to verify the other triangulated data.
TABLE 7.4 ESL Learners’ Overall Perceptions and Effects of Headset-Enabled VR Games on Vocabulary
Acquisition
Positive aspects
Immersive learning environment Learning through 3D simulation
The fun element VR visualisation of content-specific vocabulary items
Enhanced vocabulary acquisition
Negative aspects
Lack of adequate educational features Technical issues in using VR headsets
Exploring ESL Students’ Perceived Engagement 119
made telepresence possible and delivered the content in a safe, immersive learning environment
by eliminating the hazards of real-life situations (Feng et al., 2018).
When you have a fun memory as a kid, if you think of it, you recall it. You see an image of
what happened then. Then you can recall an image of what has happened then and then you
can recall everything that has been happening in that time. It’s the same thing with the game.
You think of a game, you think of an image, thinking of everything you have done in the
game and everything the game said to you and the words you learnt from it. But when it’s
geography and stuff, it goes through one ear and comes out the other because it’s so boring
and we never pay attention but with VR, I have fun with it. I remember what is going on.
(Lara, Interview, 2018)
Whatever the teacher tells you, the story [the content information presented in the class-
room], you have to imagine it [in order to understand the content]. But if you see it in the
VR, you will think you are living the moment. It will stick to your mind. It tries to get
120 Muleyke Sahinler Albayrak et al.
you live the moment. Like you can understand it in a better way. You are living it and it
is like if you have done it in your real life. It will help you learn things better because you
are experiencing it and instead of seeing pictures and watching movies about it.
(Ali, Interview, 2018)
One explanation for this finding is that the VR environments offering authentic experiences
with a sense of exploration and telepresence may have enabled learners to have an immer-
sive experience due to VR’s unique features (Lamb et al., 2018). Consequently, learners per-
ceived that the experience of virtually exploring these contexts assisted them and enhanced their
vocabulary acquisition (Monteiro & Ribeiro, 2020). Students also acknowledged that reflecting
on their first-person VR experience, where they were able to move freely as an avatar, helped
them to remember the vocabulary items in the games.
When you are looking at an image, you remember it more than words because words are
hard to memorize… images [as input enhancement] are easier [to learn the words]. So, like
VR shows an image so when you have a question you think of the image then you start
remembering all the words, it put a picture in my mind, so it showed me how the word
looked like.
(Aisha, Interview, 2018)
studies that 3D VR environments enhance immersive language learning (Chen, 2016; Dawley
& Dede, 2014; Kaplan-Rakowski & Gruber, 2019).
The collaborative interaction whilst playing in the 3D VR environment also seemed to have
fostered students’ use of target vocabulary items in subject context. Each learner wrote at least
one target vocabulary item they learnt per game (see Table 7.5).
7.6 Conclusion
Using HMD VR games is an immersive approach to potentially engage students with the sub-
ject matter and content-specific vocabulary items. Our study suggested that VR games afforded
the audio and written features of vocabulary items alongside 3D visual representation. Thus,
ESL students favoured the VR games over conventional vocabulary learning and memorisa-
tion in the classroom. They also perceived these games to be more effective for learning con-
tent-specific words. One of the most salient findings identified in this study was the element of
fun (Chen, 2016; York et al., 2021). It not only fostered students’ interaction with the content
(Parmaxi, 2020), but also made learning academic content more appealing. Hence, the fun
factor can manifest in increased student engagement (Gadelha, 2018; Makransky & Lilleholt,
Exploring ESL Students’ Perceived Engagement 123
2018) and content-specific vocabulary acquisition (Berns et al., 2013; Johnson et al., 2020; Tai
et al., 2020).
Despite the positive claims, students also shared concerns about the technical issues such
as a lack of adequate educational features and no demands to use VR in future workplaces.
However, these concerns did not dampen their motivation and engagement. The results also
showed that students felt that using VR games helped them process content and vocabulary
better. Not only do VR games afford 3D visualisation of the content associated with the target
vocabulary items, but they also further prompt students to explore experience and acquire
content-based target words in situated and immersive learning – something they would not
be able to do in a conventional classroom following a textbook or through memorisation. As
such, this affordance of VR games could be potentially useful for their future study and job
demands.
References
Aguayo, C., Cochrane, T., & Narayan, V. (2017). Key themes in mobile learning: Prospects for learn-
er-generated learning through AR and VR. Australasian Journal of Educational Technology, 33(6), 27–40.
https://doi.org/10.14742/ajet.3671
Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition.
Computers & Education, 153, 1–13. https://doi.org/10.1016/j.compedu.2020.103893
Arloopa. (n.d.). Toumanian Museum VR. Augmented and virtual reality app and game development com-
pany. ARLOOPA. https://arloopa.com/#ar_projects
Australian Curriculum, Assessment and Reporting Authority [ACARA]. (2016a). English (Version 8.4). English |
The Australian Curriculum. https://www.australiancurriculum.edu.au/f-10-curriculum/english/.
Australian Curriculum, Assessment and Reporting Authority [ACARA]. (2016b). Literacy. Literacy | The
Australian Curriculum. https://www.australiancurriculum.edu.au/f-10-curriculum/general-capabilities/
literacy/.
Australian Curriculum, Assessment and Reporting Authority [ACARA]. (2016c). F-10 curriculum. F-10 cur-
riculum | The Australian Curriculum. https://www.australiancurriculum.edu.au/f-10-curriculum/.
Bawa, P. (2021). What do they think and why it matters? Views of administrators and faculty on the use
of massively multiplayer online games for learning. Computers and Education Open, 2: 100034. https://
doi.org/10.1016/j.caeo.2021.100034
Blyth, C. (2018). Immersive technologies and language learning. Foreign Language Annals, 51(1), 225–232.
https://doi.org/10.1111/flan.12327
Berns, A., Gonzalez-Pardo, A., & Camacho, D. (2013). Game-like language learning in 3-D virtual
environments. Computers & Education, 60, 210–220. https://doi.org/10.1016/j.compedu.2012.07.001
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology,
3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
Bytheway, J. (2014). In-game culture affects learners’ use of vocabulary learning strategies in massively
multiplayer online role-playing games. International Journal of Computer-Assisted Language Learning and
Teaching (IJCALLT), 4(4), 1–13. https://doi.org/10.4018/ijcallt.2014100101
Chandramouli, M., Zahraee, M., & Winer, C. (2014, June). A fun-learning approach to programming:
An adaptive Virtual Reality (VR) platform to teach programming to engineering students. Proceedings
of the IEEE International Conference on Electro/Information Technology (EIT) (pp. 581–586). https://doi.
org/10.1109/EIT.2014.6871829
Chen, J. C. (2016). The crossroads of English language learners, task-based instruction and 3D mul-
ti-user virtual learning in second life. Computers & Education, 102, 152–171. https://doi.org/10.1016/j.
compedu.2016.08.004
Chen, J. C. (2021). The interplay of avatar identities, self-efficacy, and language practices. Australian Review
of Applied Linguistics, 44(1), 65–81. https://doi.org/10.1075/aral.19032.che
Chen, J. C., & Kent, S. (2020). Task engagement, learner motivation and avatar identities of struggling English
language learners in the 3D virtual world. System, 88, 102168. https://doi.org/10.1016/j.system.2019.102168
124 Muleyke Sahinler Albayrak et al.
Chen, C. H., Hung, H. T., & Yeh, H. C. (2021). Virtual reality in problem-based learning contexts:
Effects on the problem-solving performance, vocabulary acquisition and motivation of English lan-
guage learners. Journal of Computer Assisted Learning, 37(3), 851–860. https://doi.org/10.1111/jcal.12528
Chen, Y., Smith, T. J., York, C. S., & Mayall, H. J. (2019). Google earth virtual reality and expository
writing for young English learners from a funds of knowledge perspective. Computer Assisted Language
Learning, 33(1–2), 1–25. https://doi.org/10.1080/09588221.2018
Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches.
(4th ed.). Sage publications.
Dawley, L., & Dede, C. (2014). Situated learning in virtual worlds and immersive simulations. In J. M.
Spector, M. D. Merrill, J. Ellen, & M. J. Bishop (Eds.), The handbook of research on educational communications
and technology (pp. 723–734). New York, NY: Springer. https://doi.org/10.1007/978-1-4614-3185-5_58
Dede, C., Grotzer, T. A., Kamarainen, A., & Metcalf, S. J. (2017). Virtual reality as an immersive medium
for authentic simulations. In D. Liu, C. Dede, R. Huang, & J. Richards (Eds.) Virtual, augmented,
and mixed realities in education. Smart computing and intelligence (pp. 133–156). Springer. https://doi.
org/10.1007/978-981-10-5490-7_8
Donley, K. K., & Reppen, R. (2001). Using corpus tools to highlight academic vocabulary in SCLT.
TESOL Journal, 10(2–3), 7–12. https://doi.org/10.1002/j.1949-3533.2001.tb00027.x
EduChem VR. (n.d.). Learning Carbons VR. https://educhem-vr.com/Elias, Z. M., Batumalai, U. M., &
Azmi, A. N. H. (2019). Virtual reality games on accommodation and convergence. Applied Ergonomics,
81, 102879. https://doi.org/10.1016/j.apergo.2019.102879
EON Reality. (2015). Magi Chapel VR. https://eonreality.com/eon-reality-and-virtualiter-bring-the-
medici-familys-magi-chapel-to-virtual-reality/
Feng, Z., Gonzalez, V., Amor, R., Lovreglio, R., & Cabrera, G. (2018). Immersive virtual reality serious
games for evacuation training and research: A systematic literature review. Computers & Education, 127,
252–266. https://doi.org/10.1016/j.compedu.2018.09.002
Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: State of the art and per-
spectives. https://www.itd.cnr.it/download/eLSE%202015%20Freina%20Ott%20Paper.pdf
Gadelha, R. (2018). Revolutionizing education: The promise of virtual reality. Childhood Education, 94(1),
40–43. https://doi.org/10.1080/00094056.2018.1420362
Gass, S. M., Behney, J., & Plonsky, L. (2020). Second language acquisition: An introductory course. Taylor &
Francis Group. https://doi.org/10.4324/9781315181752
Gee, J. P. (2005). Good video games and good learning. Phi Kappa Phi Forum, 85(2), 33.
Godwin-Jones, R. (2016). Augmented reality and language learning: From annotated vocabulary to
place-based mobile games. Language Learning & Technology, 20(3), 9–19. http://llt.msu.edu/issues/
october2016/emerging.pdf
Groot, P. J. M. (2000). Computer assisted second language vocabulary acquisition. Language Learning &
Technology, 4(1), 56–76. http://dx.doi.org/10125/25087
Hao, T., Wang, Z., & Ardasheva, Y. (2021). Technology-assisted vocabulary learning for EFL learners: A
meta-analysis. Journal of Research on Educational Effectiveness, 14(3), 645–667. https://doi.org/10.1080/
19345747.2021.1917028
Hooshyar, D., Yousefi, M., & Lim, H. (2018). A procedural content generation-based framework for edu-
cational games: Toward a tailored data-driven game for developing early English reading skills. Journal
of Educational Computing Research, 56(2), 293–310. https://doi.org/10.1177/0735633117706909
Huang, H. M., Rauch, U., & Liaw, S. S. (2010). Investigating learners’ attitudes toward virtual reality
learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171–1182.
https://doi.org//10.1016/j.compedu.2010.05.014
Inspyro Ltd. (2016). Ancient Egypt VR. https://play.google.com/store/apps/details?id=com.computeam.
egyptvr
Johnson, E. K., Giroux, A. L., Merritt, D., Vitanova, G., & Sousa, S. (2020). Assessing the impact of
game modalities in second language acquisition:(//(WKH (QG/HVV/(DUQHU. Journal of Universal
Computer Science, 26(8), 880–903. https://doi.org/10.3897/jucs.2020.048
Kaplan-Rakowski, R., & Gruber, A. (2019). Low-immersion versus high-immersion virtual real-
ity: Definitions, classification, and Examples with a foreign language focus. In Proceedings of the 12th
International Conference Innovation in Language Learning (pp. 552–555).
Exploring ESL Students’ Perceived Engagement 125
Klopfer, E. (2017). Massively multiplayer online role-playing games and virtual reality combine for learn-
ing. In D. Liu, C. Dede, R. Huang, & J. Richards (Eds.), Virtual, augmented, and mixed realities in educa-
tion. Smart computing and intelligence (pp. 179–192). Springer.
Kohnke, L., & Ting, A. (2021). ESL students’ perceptions of mobile applications for discipline-specific
vocabulary acquisition for academic purposes. Knowledge management & e-learning. An International
Journal, 13(1), 102–117. https://doi.org/10.34105/j.kmel.2021.13.006
Krokos, E., Plaisant, C., & Varshney, A. (2019). Virtual memory palaces: Immersion aids recall. Virtual
Reality, 23(1), 1–15. https://doi.org/10.1007/s10055-018-0346-3
Lai, K. W. K., & Chen, H. J. H. (2021). A comparative study on the effects of a VR and PC visual novel
game on vocabulary learning. Computer Assisted Language Learning, 10(1), 1–34. https://doi.org/10.1080/
09588221.2021.1928226
Lamb, R., Antonenko, P., Etopio, E., & Seccia, A. (2018). Comparison of virtual reality and hands on
activities in science education via functional near infrared spectroscopy. Computers & Education, 124,
14–26. https://doi.org/10.1016/j.compedu.2018.05.014
Lee, S. H., Sergueeva, K., Catangui, M., & Kandaurova, M. (2017). Assessing Google cardboard virtual
reality as a content delivery system in business classrooms. Journal of Education for Business, 92(4), 1–8.
https://doi.org/10.1080/08832323.2017.1308308
Lin, H. (2015). Effectiveness of interactivity in a web-based simulation game on foreign language
vocabulary learning. Procedia – Social and Behavioral Sciences, 182, 313–317. https://doi.org/10.1016/j.
sbspro.2015.04.772
Lin, J. H. T., Wu, D. Y., & Tao, C. C. (2017). So scary, yet so fun: The role of self-efficacy in enjoy-
ment of a virtual reality horror game. New Media & Society, 20(9), 3223–3242. https://doi.
org/10.1177/1461444817744850
Luden.io. (2017a). InCell. InCell VR [Mobile application software]. https://luden.io/incell
Luden.io. (2017b). InMind. InMind VR [Mobile application software]. https://luden.io/inmind
Ma, Y., Williams, D., Prejean, L., & Richard, C. (2007). A research agenda for developing and imple-
menting educational computer games. British Journal of Educational Technology, 38(3), 513–518. https://
doi.org/10.1111/j.1467-8535.2007.00714.x
Mackey, A., & Gass, S. M. (2015). Second language research: Methodology and design. Routledge. https://
ebookcentral.proquest.com
Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the emotional
value of immersive virtual reality in education. Educational Technology Research and Development, 66(5),
1141–1164. https://doi.org/10.1007/s11423-018-9581-2
Marshall, C., & Rossman, G. B. (2014). Designing qualitative research. Sage Publications Inc.
Melchor-Couto, S. (2016). Foreign language anxiety levels in second life oral interaction. ReCALL, 29(1),
99–119. https://doi.org/10.1017/S0958344016000185
Merriam, S. B., & Tisdell, E. J. (2015). Qualitative research: A guide to design and implementation. John Wiley
& Sons.
Monteiro, A. M. V., & Ribeiro, P. N. D. S. (2020). Virtual reality in English vocabulary teaching: An
exploratory study on affect in the use of technology. Trabalhos em Linguística Aplicada, 59, 1310–1338.
https://doi.org/10.1590/01031813756931620200716
Nam, J. (2010). Linking research and practice: Effective strategies for teaching vocabulary in the ESL
classroom. TESL Canada Journal, 28(1), 127–135. https://doi.org/10.18806/tesl.v28i1.1064
Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge University Press.
Othree (n.d.). File: Assembled Google Cardboard VR mount.jpg [Photograph]. Wikimedia Commons. https://
commons.wikimedia.org/wiki/File:Assembled_Google_Cardboard_VR_mount.jpg
Palmeira, E. G. Q., Saint Martin, V. B., Gonçalves, V. B., Moraes, ÍA., Júnior, E. A. L., & Cardoso, A.
(2020, November). The use of immersive virtual reality for vocabulary acquisition: A systematic liter-
ature review. In Anais do XXXI Simpósio Brasileiro de Informática na Educação (pp. 532–541). SBC. https://
doi.org/10.5753/cbie.sbie.2020.532
Parmaxi, A. (2020). Virtual reality in language learning: A systematic review and implications for
research and practice. Interactive Learning Environments, 1–13. https://doi.org/10.1080/10494820.2020.
1765392
Peterson, M. (2012). EFL learner collaborative interaction in second life. ReCALL, 24(1), 20–39.
126 Muleyke Sahinler Albayrak et al.
Pigatt, Y., & Braman, J. (2016). Increasing student engagement through virtual worlds: A community col-
lege approach in a diversity course. In D. Choi, A. Dailey-Hebert, & J. Simmons Estes (Eds.), Emerging
tools and applications of virtual reality in education (pp. 75–94). IGI Global. https://doi.org/10.4018/978-
1-4666-9837-6.ch004
Qantas. (2018). Qantas Guided Meditation Series in 360 – Sydney Harbour, New South Wales [Video file].
https://www.youtube.com/watch?v=DnYloCylrls
Rhodes, A. (2017). Screen time and kids: What’s happening in our homes. Detailed report. Melbourne
(VIC): The Royal Children’s Hospital Melbourne. https://www.rchpoll.org.au/wp-content/
uploads/2017/06/ACHP-Poll7_Detailed-Report-June21.pdf
Sala, N. M. (2016). Virtual reality and education: Overview across different disciplines. In D. Choi, A.
Dailey-Hebert, & J. Simmons Estes (Eds.), Emerging tools and applications of virtual reality in education
(pp. 1–25). IGI Global. https://doi.org/10.4018/978-1-4666-9837-6.ch001
Sakamoto, M., Hori, M., Shinoda, T., Ishizu, T., Akino, T., Takei, A., & Ito, T. (2018, September).
A study on applications for scientific experiments using the VR technology. In 2018 International
Conference on Information and Communication Technology Robotics (ICT-ROBOT) (pp. 1–4). IEEE.
Siegle, D. (2019). Seeing is believing: Using virtual and augmented reality to enhance student learning.
Gifted Child Today, 42(1), 46–52. https://doi.org/10.1177/1076217518804854
Smith, G. G., Li, M., Drobisz, J., Park, H. R., Kim, D., & Smith, S. D. (2013). Play games or study?
Computer games in eBooks to learn English vocabulary. Computers & Education, 69, 274–286. https://
doi.org/10.1016/j.compedu.2013.07.015
Tai, T. Y., Chen, H. H. J., & Todd, G. (2020). The impact of a virtual reality app on adolescent EFL
learners’ vocabulary learning. Computer Assisted Language Learning, 2(1), 1–26. https://doi.org/10.1080
/09588221.2020.1752735
Tokowicz, N., & Degani, T. (2015). Learning second language vocabulary: Insights from laboratory
studies. In J. Schwieter (Ed.), The Cambridge handbook of bilingual processing (pp. 216–233). Cambridge
University Press. https://doi.org/10.1017/CBO9781107447257.009
Urun, M. F., Aksoy, H., & Comez, R. (2017). Supporting foreign language vocabulary learning through
kinect-based gaming. International Journal of Game Based Learning, 7(1), 20–35. https://doi.org/10.4018/
IJGBL.2017010102
Wang, Y. (n.d.). VR Diving Pro - Scuba Dive with Google Cardboard. https://download.cnet.com/VR-Diving-
Pro-Scuba-Dive-with-Google-Cardboard/3000-12511_4-78523847.html
Yin, M. W. L. (2016). Solar System – Space Museum - VR/AR. https://itunes.apple.com/au/app/
snotionolar-system-space-museum-vr-ar/id1120455040?mt=8
York, J., Shibata, K., Tokutake, H., & Nakayama, H. (2021). Effect of SCMC on foreign language anxi-
ety and learning experience: A comparison of voice, video, and VR-based oral interaction. ReCALL,
33(1), 49–70. https://doi.org/10.1017/S0958344020000154
Week 3
• How did you find using headsets to play VR games?
• Did you like using VR games in classrooms? Why?
• How did the VR game help you learn new words?
• What do you think about catching cells in the Science game?
• Did it help you learn new cells? How?
• How did visiting an ancient Egypt museum help you learn new words?
• Was there any game that you did not enjoy? Why?
Exploring ESL Students’ Perceived Engagement 129
Week 5
• Which one was your favourite game? Why?
• How did the games help you learn new vocabulary items?
• Was there any game that you did not like? Why?
• How do you feel about using VR games in classrooms to learn about history?
• How did the VR game help you learn new words about geography?
• Did the science game help you learn new chemical substances? How?
• Would you like to use VR games more frequently at school to learn new words? Why or
why not?
1. S
tudent attitudes towards each
VR game across subjects
(Science, Humanities, Social
Sciences, and Art)
• Students’ engagement with the
game (adjectives students use
while playing the headset enabled
VR games)
• Students’ emotional reaction to
the game
• Students’ concentration level
whilst playing the game (whether
they pause playing or talk about
off task topics)
2. Students’ reaction to headset
enabled VR features
• Students’ level of comfort holding
the headset
• Students’ expression of feeling
presence in the game
• Students’ body language while
playing the game
3. Vocabulary Acquisition
• New vocabulary items students
call out while playing the game
4. Unexpected Learning Activities
• Learning of new vocabulary items
that are in the game but not
identified as a target word
5. Unexpected Behaviour
Activities
• Unexpected verbal utterances or
non-verbal signals (body language)
while playing the game
130 Muleyke Sahinler Albayrak et al.
But when it’s geography and stuff it goes VR is fun The fun element Exit Slips: 19
through one ear and comes out the other Interviews: 27
because it’s so boring and we never pay Observation
attention but with VR, I have fun Scheme and
with it. I remember what is going on. Research
(Lara, Interview, 2018) Journal: 11
The fact that it incorporates fun and has Fun
the appeal to students with colours and
whole ‘VR’ thing is great. It helps to
remember the difficult words much
easier and much more enjoyable.
(Aleen, Exit Slip, 2018)
It’s also more appealing because in this Enjoy playing
generation we love technology. We
love phones and games and all that.
So even when we go home, the
majority of stuff we do is like on a
phone or on a computer. So, by
grouping that with VR, it is always
been like a myth to us. In the future
we are going to have VR, we won’t
need anything, so it’s more
interesting it is more appealing
to have it in a classroom and not as
something only a rich person can
buy. (Aleen, Interview, 2018)
Students were very vocal while they Excited
were playing and called out excited
expressions such as ‘wow, this is
beautiful, this is cool, aaaa, the
game is actually fun’ repeatedly
while they were playing the VR
games. They were also constantly
moving about – standing up, sitting
down as they got excited. (Research
Journal and Observation Scheme, 2018)
When you have a fun memory as a Having fun
kid, if you think of it, you recall it.
You see an image of what happened
then. Then you can recall an image
of what has happened then and then
you can recall everything that has
been happening in that time. It’s the
same thing with the game. You think
of a game, you think of an image,
thinking of everything you have done
in the game and everything the game
said to you and the words you learnt
from it. But when it’s geography and
stuff it goes through one ear and
comes out the other because it’s so
boring and we never pay attention
but with VR, I have fun with it. I
remember what is going on. (Lara,
Interview, 2018)
(Continued)
Exploring ESL Students’ Perceived Engagement 131
8.1 Introduction
While computer-assisted language learning (CALL) research mostly focuses on how learners
learn additional languages assisted by technology following a traditional Second-Language
Acquisition research paradigm, the principles in the Bizhuwanshang project underlying this
study employ a design from a Distributed Language Learning Environment (DLLE) that reframes
‘learners’ and ‘learning.’ A DLLE explores how we can help learners become initiative-taking
resourceful individuals – not centering on tasks for learning language forms, but rather, to help
solve problems as an enmeshed member of a community. This shift away from learning about
grammatical forms towards agential participation is seen as a viable research avenue in relation
to numerous conceptualizations, such as community of practice (Lave & Wenger, 1991), the
wholeness of experiences (Dewey, 1905), entrepreneurial learning (Zhao, 2012), distributed
cognition (Hutchins, 1995), and by empirical studies grounded in situated cognition (e.g., Barab
& Plucker, 2002). However, such a focus as an empirically valued approach to CALL is a first of
its kind (Cui et al., 2021).
This study, a test of our DLLE-designed Virtual Reality (VR) game Bizhuwanshang, is based
on a 2D picture book version of the 3D world we are creating. Our study offers valuable insights
into how we create affordances (loosely defined as action potential, Van Lier, 2004) for gaining
linguistic and coordination skills holistically, and this shifts the participants from a standard
‘learner’ focused on memorizing and practicing grammar or eliciting interactional feedback and
modifying output into becoming resourceful and embedded community members. We argue
this mirrors real-world coordination events in which language plays a part, and this allows par-
ticipants to make valuable connections to their language beyond repetition and focusing on form
or meaning exclusively. We investigate how gamification of an environmental degradation nar-
rative surrounding a panda sanctuary affords participants’ development into resourceful learners
and how exolingual co-learning through participants taking up and acting out their roles in the
Bizhuwanshang story contributes to this form of co-learning.
Video games offer innumerable opportunities for experiencing a world in which additional
languages are a necessity to engage with people, things, and activities (Newgarden & Zheng,
2016; Squire, 2008). Such experiences can be scaffolded and tuned by the design of materials
and co-learning structures, and the design of our Bizhuwanshang picture book is an emulation
DOI: 10.4324/9781003240075-8
Becoming a Resourceful Language Learner 137
of these video game studies. We distributed learning across the main interface of the picture
book and access to websites and social media for independent reading, and this afforded partici-
pants scientific knowledge targeting the environmental problem at hand. Ultimately, to become
resourceful community members under this new paradigm shift towards placing participation at
the core of interaction, new members cultivate their skills during the various stages of progress-
ing through the story of Bizhuwanshang in order to contribute their own cultural and scientific
insights multilingually. Coordinative participation is the basis for balancing language skills and
becoming community members in terms of roles and identity as found in technology sustained
design-based studies (Hellerman et al., 2019; Zheng et al., 2017, 2018).
Bizhuwanshang represents an extension of these studies and aims to foster linguistic embod-
iment and exolingual community building and becoming. Building of the community requires
individuals to contribute from their personal experiences; being able to portray personal experi-
ences facilitates more meaningful communication across languages, which then positively feeds
back into the building of the bi/multilingual community. To investigate how holistic linguistic
embodiment is possible when multilingual participants partake in our DLLE, we build on var-
ious frameworks including translanguaging and exolingual communication, which are related
constructs born out of different research strands but each serving a specific role in our design and
analysis. The use of this verb form of languaging or translanguaging commonly serves to high-
light the nature of language use as an activity rather than an abstraction or mere code. The con-
cept of caring is part of Hodges’ (2009) work, which highlights interpersonal relationships that
humans build through action. Caring is relevant to the Bizhuwanshang project in many ways.
First, caring about the environmental degradation setting allows participants to be invested in
and engage with the material-as-mirror of real-world issues. Second, caring for other partici-
pants contributes to community building and cooperative dialogue. Third, care for language use
to properly assess the story amongst participants leads to the community interacting responsibly
and purposively. Furthermore, we build our design on careful analysis of previous participatory
role-play and DLLE research leaving us with an empirically assessed framework for grounding
our study of Bizhuwanshang.
The experiment was carried out on Zoom due to pandemic regulations and seeks resolutions
to these research questions: (1) How does our picture book design afford languaging and trans-
languaging in each section of the playthrough? (2) How does our design afford each player to
become a resourceful learner?
subconscious and conscious strategies to communicate despite limitations (or what would com-
monly be referred to as limitations) relevant to each of the languages being employed. These
strategies can involve explicit awareness of the language system, also known as the taking of a
language stance (Cowley, 2011), but do not have to. Exolingual speakers are highly cooperative
in constructing the conversation and commonly show high levels of tolerance towards non-nor-
mative speech since they are not limited to a portion of their shared linguistic repertoires. Each
participant takes on the roles of either mediator – someone whose specific knowledge of the lin-
guistic structure in question is greater than that of the speaker or learner – based on their expe-
rience with the given situation or that of a learner making use of the resources offered to them
in this multilingual community. This supportive attitude of mediators is often mentioned in
exolingual literature (e.g., Chovancova et al., 2020) fits in well with our grouping of participants
informed by the Confucian concept of event friendship, which is captured in this well-known
verse from Analects that reads ‘三人行, 必有我师焉’ (‘Sān rén xíng, bì yǒu wǒ shī yān.’), when
three are on a journey together, one must be my teacher.
While translanguaging is a common pedagogy (García et al., 2017), the concept of exolin-
gual communication is less frequently encountered in language teaching research. Combining
both, this chapter offers new insights into applications of these multilingual pedagogical prac-
tices in new contexts – those that allow dynamic and holistic play with and about language
in a DLLE.
learners can act as a shopper and practice the new lexical and grammatical forms by acting and
speaking properly, it is performed in an abstract way since there are no shops, shopkeepers, or
goods to make use of as semiotic artefacts that correspond to their roles and contexts within the
classroom (Kuśnierek, 2015).
Role-play in massively online role-playing games (Newgarden & Zheng, 2016; Zheng
et al., 2015, 2017) embodies learners as characters of the game narrative and locale. While
the game itself, such as World of Warcraft (WoW) which the above authors studied, is not
designed for language learning, its role-playing function provides affordances for language
learners to engage in the game through self-selected roles. In these games, participants play
their preferred roles while reading, speaking, and learning what the role is called on or
required to do in the ongoing game narrative for the success of players and their storyline
progression. This co-learning by role-playing enables learners to act and react towards
events within the player’s groups linguistically and embody language in action through the
playing of the game itself: Language is foundational to success as a team in the game since
communication is necessary for cooperation. Nigel Love (2004) calls such phenomena lin-
guistic embodiment. Newgarden and Zheng (2016) found that the game structure provides
affordances for both language stance taking during communicative activities as well as a
rich tapestry of coordinating events for meaning-making relevant to the project within the
game at hand, and what they call (and derive from Hodges, 2009) caring for yourself and
others, or human values-realizing. Therefore, role-playing in WoW differs from role-play
as a classroom practice.
Influenced by these insights from embodiment of game roles within WoW and learning
emerging out of situatedness in VR or AR, Nuesser (2021) and Caselli et al. (in press) developed
another possibility for a pedagogical application of role-playing from a distributed language
perspective – one that does not use AR or VR technologies: Ecological Role-Play (ERP). ERP
fosters becoming a person who can take skillful actions in the role they take on within the game
or that they want to be in real life, in addition to teaching and learning linguistic skills. This ties
language learning and use directly to concepts and knowledge that are important and motiva-
tional to the participants.
Making use of findings from pedagogical studies of role-play and combining them with the
concepts of translanguaging and exolingual communication, our design offers an extension of
both fields of research. Our study also provides empirical evidence of a DLLE’s affordances for
various learning processes and the advantages of combining multilingual pedagogies with nar-
rative-driven role-play games.
To address these gaps and thus offer a novel addition to the CALL literature, our DLLE
was designed for participants in groups of three who were prompted to immerse themselves
in our materials by reading on their own in preparation, reading aloud with other members,
and helping each other to understand what is being read. Frequent activities occurring in the
triad are aligning common ground to coordinate future actions, negotiating their individ-
ual solutions to capitalize on the vested interest of their chosen role, and combining these
elements together for the group’s ultimate decision regarding environmental degradation in
Bizhuwanshang.
In helping the villagers gain resolutions to their environmental predicaments in
Bizhuwanshang, participants embodied characters of different world views and collaborated to
find viable solutions that were inclusive rather than exclusive. All participants were bilinguals
with varying degrees of exposure to each other’s languages, and they were grouped together for
encouraging exolingual communication to create opportunities for them to learn their addi-
tional language and to help others in their home language.
140 Zeyu Cui et al.
8.3 Methods
8.3.1 Participants, exolingual grouping, and data selection
For this study, 15 participants were recruited, mostly from English language and Chinese lan-
guage classes, and Chinese-speaking international graduate students attending the participat-
ing university in the Mid Pacific. The focus group was selected from five exolingual groups,
each group containing three participants. The group was made up of two Chinese speakers,
one a first-year Ph.D. student majoring in theatre and dance. Yin was given to her as a pseu-
donym. Yin was born and raised in Northeast China where Mandarin Chinese is the domi-
nant language. The other, from Guangdong Province, China, where Mandurian Chinese and
Cantonese are commonly spoken, attended English language classes the semester before. At
the time of the study, she was recruited by the researchers via her formal English instructor
and was given the pseudonym Bin. The third member was named Sharon. She is a heritage
speaker of Chinese and fluent in Cantonese. She was recruited from a 400 level Chinese class
at the time of study, meaning that she had at least 2 years of prior Chinese instruction at the
university level.
game enjoyment seems to positively correlate with motivation and learning effects in L2 learners
(Allen et al., 2014).
The second set of game-based DLLE materials designed was the bilingual PC profiles, which
are embedded in the Bizhuwanshang website designed by Dong et al. (2021b). See Cui et al.
(2021) for the rationale of profile development and complete design of our virtual panda village
of Bizhuwanshang. Three professional character profiles, a businessperson, a herbalist, and a
spiritual healer, were created based on interviews conducted with professionals in these fields.
Their respective professional outlooks and world views were further rendered with philosoph-
ical thoughts. The role of the businessperson follows Confucian thought that knowing and
doing are unified in one’s conduct and language according to the theory of Zhengming, or
Rectification of Names. The herbalist follows a Daoist philosophy that argues the nature of
things are as they are and are done a disservice when discussed abstractly. Furthermore, non-co-
ercive action is encouraged out of unity with nature rather than one’s own will. This character
profile reflects the Daoist conception of 无为 (wúwéi). Wúwéi is directly translated as no-action
or without-action, but it is a misunderstanding to take the literal at face value. Rather, wúwéi is
about acting in accord with natural processes rather than attempting to bend the natural world
to our own means and ends. The role of the spiritual healer follows practices of mindfulness in
which the mind is calmed and focused. This allows the spiritual healer to center their goals on
contentment in the world rather than the never-ending pursuit of material goods and wealth that
arise as desires from a mind full of excessive desires.
The third set of materials are science- and evidence-driven reading materials compiled
in English and Chinese, representing the respective worldviews. They were written by the
research team members and published in popular English and Chinese social media networks.
For example, the English reading on Ancient Medicines Healing Modern Illness was published
on Facebook; and the Chinese reading on Ticket Prices Increase, Economics Says ‘Yes’ (门票
提价, 经济学说 ‘可以’) on WeChat. Depending on their selected roles, the players read two
articles relevant to their professional roles’ worldviews. The English materials are accessible on
respective Facebook professional groups created for the game, and the Chinese materials were
forwarded on demand by an imaginative guru (one of our team members) on WeChat.
interactions, contexts, and its omnipresence of ‘other’ in dialogues. CAT has a unique sequence
and organizational structure interdependent with situations and the larger world of discourse
and sociocultural milieu (Linell, 2009). Each section of the picture book has its own unique
function by design. Therefore, we segmented the sequence of gameplay data into five CATs
from beginning to the end of the entire transcript. It is hypothesized that each CAT provides
affordance for different organization, coordination, and characteristics of gameplay. In Transana,
CATs are organized into the technical function of collections. Thereafter, to be consistent with
Transana terms, collections are used to refer to CAT.
At the micro level, we segmented the transcription by using Communicative Projects (CP)
as units of analysis (Linell, 2009). See Newgarden et al. (2015) and Zheng et al. (2019) for other
applications of CP theory for multimodal analysis. A CP is understood as the most basic dia-
logical unit. CPs were segmented according to meaning completion, which is why some CPs
require three basic turns (A, B, A), and others are composed of multiple turns. In Transana, the
CPs are technically called clips.
Keyword coding was done abductively. This entails a coding process from top down and
bottom up simultaneously, following Peirce’s abductive reasoning (Kovács & Spens, 2005).
Keywords were not predefined. Instead, in an abductive coding process, the constructs iden-
tified in the literature and coded top down are reconsidered, revised, and reassigned during
analysis following grounded theory. This means that constructs emerged out of analysis of the
data in a context-dependent manner.
achieve them require that learners act with far more freedom than many classroom activities that
focus on a routine, script, or planned dialogue and tasks. Each CAT has its own characteristics
reflecting our design layout and its affordance for teamwork. Thus, it is necessary to check the
consistency of coding throughout and across all CATs. Instead of Selective Coding as suggested
in Strauss and Corbin, we coded all CPs which are nested in CATs and the entire playthrough
as a whole. A process similar to selective coding was carried out at the analytical stage using the
Transana keyword visualization function. See the analysis section for details.
The three rounds of coding speak to the robustness of abductive coding because the process
reflects creativity, selection, and negotiation to attain the highest level of cogency possible.
Coders also employed constructs from existing literature but further imbued them with new
meaning emerging out of context and meaning-making events in the transcripts. This dia-
logicality allows new constructs to be introduced to second-language learning literature such
as caring, values realization theory (Hodges, 2009; Newgarden et al., 2015), and becoming
(Ames, 2020).
these elements. ‘Becoming the PC’ is coded for the events in which players speak and act in the
selected professional role; however, it is not the focus of the present study.
8.3.6.2 Caring
Hodges (2007, 2009) suggests that conversing encompasses three systems: A perceptual, an
action, and a caring system. People are always in an environment full of action potential,
but they can only perceive and act on certain affordances based on what they care about.
Scrutinizing what the participants cared about at that moment, the keywords shown in Table 8.2
emerged from open coding that kept caring and targets of care in mind. Our narrative-
driven text and three-member exolingual grouping are applications of the caring concept.
All members are learners and helpers from interaction to interaction when accessing readable
text or offering content help in their home language to learners of that language. This design
and grouping are balanced and show that learners can be affordance providers while learning
from doing it.
Coordinating Co-action
Common ground alignment
Prospective coordination
Reading aloud to themselves
Reading and summarizing aloud for the group
actual coordination of their actions (and/or avatar actions) with other players, either using
verbal language or not, to accomplish a mutual goal that could not be accomplished by
players independently (p. 31). In the Bizhuwanshang project, co-action is differentiated into
linguistic and bodily co-action. The former refers to a co-player taking one’s request and
immediately acting on it linguistically, for example, translation, reading, and pronunciation.
By doing so, the co-action indicates that co-players recognize affordances immediately, and
taking an action is a common task done cooperatively rather than individually. The lat-
ter entails taking one’s request and immediately acting on it bodily/digitally, which may
be evidenced by cursor trailing by one player being synchronized with the reading done
aloud by another or mouse clicks performed being immediately followed by a co-player’s
confirmation or suggestions.
In addition to these established keywords, two additional keywords emerged from open
coding. They are reading aloud and summarizing aloud for the group as shown in Table 8.3.
FIGURE 8.2 ollection 2: Start off the Picture Book by Introducing the Professional Roles (i.e., the
C
Player Characters) the Participants Will Need to Pick
Collection 3 (Figure 8.3) reoriented the players back to pages three and four of the picture
book which were primarily in English. Page three has the same content as page four except
that an animal companion in the form of a parrot flies in to talk to them with a pre-recorded
audio sound, ‘Remember, when you read aloud, everyone knows what you know.’ This
design intends to reinforce and tune the participant’s habit to read aloud in Zoom-mediated
teamwork. Page four provides access to the external sources of information and the reason
why the participants need to visit the extended community located in Facebook and WeChat.
We separated pages five to 23 from the others for Collection 4 (Figure 8.4) since we identified
it as the main portion of the transcript to include gameplay. The narrative (pages 5-12) written
in English introduces the players to the village. Pages 13–23 are dialogues in Chinese, with the
exception of directional slides used to help the participants navigate the picture book, on 18 and
22 in English. At this point, the participants had already chosen their roles, set up their Facebook
and WeChat accesses, and had begun clicking through the picture book in PDF format and
immersing themselves in its storyline.
FIGURE 8.3 ollection 3: Introduce the Professional Community Distributed on Facebook and
C
WeChat
148 Zeyu Cui et al.
The last collection of clips (Figure 8.5) captures the end of the story written in English (pages
24–30) wherein the participants meet the panda family through narratives. The conclusion to their
adventure through the story sees the trespassing predicament central to environmental degradation
in the area resolved, and this was due to their effort of painstakingly seeking scientific and well-
evidenced solutions to the issues plaguing Bizhuwanshang. The mother panda, Ruyu, gave birth to
Zhijing and Zhikong. The end of the story is lighthearted, fun, and aesthetically appealing by using
FIGURE 8.5 Collection 5: Meet the Panda Family for Concluding the Story
Becoming a Resourceful Language Learner 149
professional photographs of the pandas shot in Wolong, the Panda Sanctuary in Sichuan Province,
China. The ‘clicking’ job for the epilogue is linear and the story is descriptive at this stage.
TABLE 8.5 The Five Most Frequently Occurring Keywords among All Collections and the Percentage
of Contribution of Each Keyword to Each Collection
1. Responding in 4 (8%) 0.23 9 (17%) 1.3 13 (25%) 1.1 22 (43%) 0.83 4 (7%) 0.67
the same
language (52)
2. Common 8 (16%) 0.47 10 (20%) 1.5 15 (30%) 1.2 17 (34%) 0.64 0 (0%) 0
ground
alignment (51)
3. Prospective 8 (16%) 0.47 6 (14%) 0.88 6 (14%) 0.48 20 (46%) 0.75 4 (9%) 0.67
coordination
(44)
4. Becoming a 0 (0%) 0 4 (11%) 0.59 4 (11%) 0.32 21 (57%) 0.79 8 (21%) 1.3
mediator (37)
5a. Confirmation 0 (0%) 0 6 (25%) 0.88 6 (25%) 0.50 12 (50%) 0.45 0 (0%) 0
(24)
5b. Becoming a 4 (17%) 0.23 1 (4%) 0.15 4 (17%) 0.32 11 (46%) 0.41 4 (17%) 0.67
resourceful
learner (24)
Asking for help directly Collection 1:2; Collection 4:3; Collection 5:1
Linguistic help
Translation help
Procedure help
Integrating resources Collection 4:4; Collection 5:1
Facebook and picture book
Picture book and website
Referring to what has been read on picture book
Conforming what to do next Collection 2:2; Collection 3: 3; Collection 4:2
Clarification
Confirmation request
Other Collection 1:1
Pointing out resources common to team members
Seeking advice of how to learn English Collection 1:1
Relating current activity to a previous similar Collection 3:1
experience
Using an online dictionary Collection 4:1
Reading the picture book on their own device Collection 4:1
Anticipating future tasks related to the current Collection 5:1
primary types allowed us to examine communicative activity types of resourceful learners that
emerged after analysis (see Table 8.6). The linguistic actions under each theme were coded as
sub-keywords in our data analysis.
a Mediator 1 14 26
a Resourceful Learner 16 8 2
152 Zeyu Cui et al.
Through the use of gamification elements, Bizhuwanshang was found to motivate players in
and increase their engagement during languaging and translanguaging, which is in line with cur-
rent gamification literature reporting considerable motivation and engagement effects in game-
based instructional materials (e.g., Deterding et al., 2011; Jackson & McNamara, 2013; Sundqvist
& Wikström, 2015; Werbach & Hunter, 2015). In our pilot study, the effects of game elements
were most apparent in the keywords that show the participants’ coordination and engagement
with each other, the storyline, and the material. Responding in the same language is the highest
occurring theme across the five collections in total. It occurred most frequently in Collection 2 at
1.3 times per minute where players selected their roles. Collection 2 is the beginning of co-learn-
ing activities for them as agents rather than the directed reading of Collection 1, which was for
their edification and preparation. Responding in the same language indicates the participants’
natural tendency in terms of language choice, which was not regulated by their group dynamics.
Common ground alignment, prospective coordination, and confirmation also occurred most
often in Collection 2. In order to move forward, players at this stage frequently used confirmation
devices to keep each other informed using both coordinative movements, such as common ground
alignment, and prospective coordination. Out of the total confirmation occurrences, two of these
confirmation occurrences are directly requested by Bin and Yin, respectively, as indicated in
Table 8.7, and these two confirmation requests are dialogical. This means they were carried out
in such a way so as to inform the other participants of what they were going to do next. This
is a fascinating cross-cultural phenomenon in that Yin uses confirmation requests to constantly
check if she is correct and can therefore move on to the next step of the story with full agreement
and cooperation of the other group members together. For example, in clip 22 (see co-occurring
keywords in Figure 8.2), Bin asked whether they just need to know the background information
of the PCs by asking ‘这是要了解一下这个背景就可以了吗? (Is this just understanding the roles’
background?)’ Yin confirmed by using ‘对, 我们一会要扮演他们的角色, 我们现在要读一下他们
每个角色, 这个人的背景信息吧? (Yes. We will play their roles later. Now we need to read their
roles, this man’s background information?),’ but with doubt. She immediately requested Sharon’s
confirmation ‘是吗?是不是, (Right? Is it right, Sharon?),’ and Sharon agreed by using ‘是的 (Yes).
Yes.’ The other four occurrences are simple confirmation of action. For example, in clip 23 (see
co-occurring keywords in Figure 8.2, Yin requested confirmation as to whether the other two
players had finished reading the information of the first role ‘你们第一个读完了吗 (Have you
finished reading the first one),’ and Sharon confirmed by ‘读完了 (Finished).’
The picture book thus seems to be more than just a collection of text and images. The partic-
ipants become immersed in the setting the picture book creates and allows the participants full
use of their linguistic resources accordingly. However, this does not mean that all subsequent
utterances stay in only one language until the text prompts another language switch based on
the content on the screen. In some cases, participants made use of linguistic resources from a
different language system for only a few words as seen in clip 83 (see co-occurring keywords in
Figure 8.4: ‘这个是三个选择题, 应该是吧, 虽然他们是, (These are three answers, should
be, although they are) like three people, 但是他们是, 我们好像要选择一个, 吧? (but they
are, it seems that we need to choose one, right?).’ These were less predictable occurrences of
translanguaging.
Occurrences like these were fairly frequent, presumably because the participants were aware
of which language repertoires they could access in this particular group (as they would be in
other communities as well). Other less predictable translanguaging occurrences are the instances
in which a player repeated, for example, in English what they first said in Chinese. This was due
to the players making use of multiple language repertoires that the group could access rather
than being limited by a monolingual policy. This can be seen in clip 84 (see co-occurring
Becoming a Resourceful Language Learner 153
keywords in Figure 8.4), which otherwise is a prime example of how coordination, caring, and
exolingual communication (see below) frequently occur at the same time:
Yin: ‘那我们选哪个呢?你们想选哪个呢? (Then, which one should we choose? Which one
do you want to choose?) Which one do you…’
In addition to designing the picture book to elicit coordination amongst the participants, we
added another layer of necessary communication and coordination that involved translanguaging.
This added layer went as we planned, and the three participants of the focus group employed trans-
languaging. Prospective coordination and common ground alignment were made salient via the
requirement of one participant sharing their screen, acting out all group members’ decisions, and
by focusing the PCs attention on the environmental degradation that the NPCs discussed in the
story. This coordination indirectly fostered translanguaging by helping to create a community that
the participants felt trusted in, which led to frequent acts of caring as described below.
When directly fostering translanguaging, the most interesting cases were those where the
observed coordination showed habitualized co-action, especially prevalent in phrases like ‘Keep
going,’ uttered by Yin almost every time she clicked to proceed in the picture book. In addition
to translanguaging opportunities improving the coordination and an increased sense of becoming
a community for the group, this kind of repetition acted as a crucial opportunity for participants
to express their own opinion about the root cause of a problem related to the environmental deg-
radation issue in their additional language. For example, in clip 31 (see co-occurring keywords
in Figure 8.4), when the parrot flew in, it came with an arrow button that participants pushed to
play the attached audio. Players had to reach a common ground alignment to figure out what to do
with the parrot and related play button. Sharon acted as a mediator in this instance by indicating
that Yin should click the ‘next’ arrow, Na ge (那个), not the one Yin placed her mouse on (which
was the play button to trigger the voice of the parrot). However, her mediation turned out to be a
misleading one because Yin did the right thing as she explained, ‘So I so I I I clicked this one (from
the previous page) and they jumped to this picture.’ So, Yin was correct to click on the play button
even though it did not work. This failure to play was not caused by her clicking the wrong button;
rather, it was a technical problem that her computer did not allow the PDF to play sound. This is
the technical difficulty that affected a shift in keyword occurrence mentioned earlier.
These major translanguaging occurrences were facilitated by the group’s frequently
observable processes of becoming (resourceful learners, participating group members, lead-
ers, and a caring community). Translanguaging occurrences included events we could not
design for such as the emergent keywords ‘home and additional language communicative
markers’ being used or participants ‘repeating their utterances in both languages.’ This
three-member community developed largely because their acts of caring led them to trans-
language and include the other members rather than exclude them based on linguistic pref-
erence or policy. This can be seen in events wherein one participant perceived and acted
upon another participant’s need for clarification through mediation (as in clip 63 and see its
co-occurring keywords in Figure 8.4).
Q2: How does our design create affordances for each player to become a resourceful
learner?
We found a correlation between our theoretical framing of co-playing by role-playing and the
group’s actual and observed progress through the Bizhuwanshang narrative and their interactions.
This is best seen where participants were increasingly becoming more resourceful and demon-
strating actions aligned with a mediator starting from Collection 2 to Collection 5. Interestingly,
common ground alignment, prospective coordination, and confirming and responding in the
same language decreased in Collections 4 and 5. This change indicates that members quickly
154 Zeyu Cui et al.
became familiar to each other, and they actively took control in regulating their behaviors
towards each other.
Our activity design provided opportunities for Bin to become a resourceful learner, and at the
same time, the group work and the design created affordances for her to participate as a whole
person rather than being restricted to her role as a learner. In other words, as mentioned earlier,
Bin felt concerned that she could not participate in the project owing to her linguistic resources as
seen in Collection 1. However, from Collection 2 on where she took up her role as a resourceful
learner within Bizhuwanshang, she demonstrated multiple times that she could and did become a
member of the group and community. This also further opened the way for her to become a medi-
ator in later Collections. This indicates that she might be a resourceful person in her immediate
and extended communities. The ways in which she played out her role cannot be ascertained from
this short activity, but the playing of the picture book provided an opportunity for her to invoke
her habitual learning, being, and becoming behaviours. This shows that, compared to textbook
learning and task following activities that limit the agency of participants, Bin’s resourcefulness is
allowed for by our picture book design and becomes important as the group builds their commu-
nity. By always initiating with confirmation requests, asking for help explicitly, and integrating
resources, Bin shows her potential to become a member of the community. She participated as a
resourceful dialogical partner rather than a learner with a lack of linguistic resources.
The resourceful learner, being the counterpart of the mediator in exolingual communication,
often co-occurs with patterns of becoming in various forms. The resourceful learner behaviour
patterns appear to align with the mediator behaviour patterns in the sense that they start out
broader, and more general, when the participants do not know each other and their competen-
cies well. Without the well-formed community the group displays in later Collections, Bin asks
early on in the recording ‘能够, 谁能够给我翻译一下’ (Can, can someone translate for me?) in
clip 2 (see its co-occurring keywords on Figure 8.1), and neither of the other group members
respond. In the following cases of participants becoming resourceful learners, the questions
become much more specific as they learn what specifically they can ask of their fellow com-
munity members. In clip 95 (see Figure 8.5 for co-occurring keywords), for example, she asks
merely for a specific word ‘这个词, 后面这个单词 (The word, the word after this)’ and then its
meaning ‘这什么意思啊? (What does this mean?)’ when reading an English text out loud.
Even though mediators and resourceful learners can be seen as counterparts, this does not mean
that one participant is restricted to only one of the roles. As a bilingual group that does not share a
home language, the deficiencies to be overcome by exolingual communication are on both sides.
Clip 93 (See Figure 8.5 for its co-occurring keywords) shows well how Sharon and Yin, frequent
mediators, become resourceful learners. Yin asked the meaning of a specific word by saying ‘什么
意思?病毒吗?(what does this mean? virus?).’ Then, Sharon rejected the meaning being virus, but
she was not sure of the saying in Chinese: ‘不是不是 (no, no) laugh 不是不是 (no, no). 哦 (oh) wait,
virtues 我要怎么解释 (how can I explain) virtues, 该怎么说, 我也不知道该怎么说, 中文。(How
to say it? I don’t know how to say it in Chinese). After that, Sharon guessed the translation in
Chinese “但是 (but), what’s the definition, 等一下啊, 道德?(Wait a second, moral?).’
8.6 Conclusion
An important facet of the Bizhuwanshang project is that it crystallizes care as a crucial facet of
the language learning process. Where traditional classrooms can embody care – often in the
form of the instructor caring for the students and their progress – regardless of age group being
taught, Bizhuwanshang incorporates care into the dialogue and narrative of the story itself to
create the affordance for participants to, in turn, care about the material they are presented
Becoming a Resourceful Language Learner 155
with. This is further compounded by the amount of caring that interactivity in group efforts
within Bizhuwanshang fosters. This can help participants replace feelings of individual per-
formance anxiety with a desire to cooperate and willingness to coordinate in home and addi-
tional languages. In addition to the positive aspects just mentioned, caring as an element of
Bizhuwanshang also tracks with serious ethical work started by Carol Gilligan in her text In
a Different Voice (1993). In this text, Gilligan noted that standardized and widely used ethical
systems from the past were structured in a way so as to be objective and as universally applicable
as possible. While this approach has its benefits, she noted that there were negatives that had not
been addressed, and these included the fact that not all human beings experience the world in
the same way. Owing to this, people may have ethical concerns that others simply never con-
sider, and this highlights the importance of care itself as well as community building.
Out of this open-minded approach to a person’s situation, Gilligan formulated an ethical system
that focused on those differences, and elements of this can be found in Bizhuwanshang. For example,
the mixture of language learners – Chinese learners of English and English learners of Chinese –
are allowed to translanguage rather than being subjected to a draconic monolingual policy, and this
frees them to communicate more effectively to progress through the story. Owing to this freedom
of communication, participants can be cared for by others by way of language allowances, become
a ‘we’ rather than a silent member struggling with their language, and learn more readily through
participation instead of focusing on performance. The freedom also allows participants to explore
their learning capacity, thus expanding their cognitive toolkits and caring for others’ learning. On
a macro level, the caring focus of the Bizhuwanshang story also shows the participants that there
are problems in the world that transcend language barriers: a noble and worthwhile motivation to
inspire participants to pursue their language further. One more aspect to keep in mind in further
studies is that game enjoyment seems to correlate with motivation and learning effects.
Acknowledgements
The Panda Reserve Virtual Reality, Bizhuwanshang project is partially supported by the
Fundamental Research Funds for the Central Non-profit Research Institution of Chinese
Academy of Forestry (CAFYBB2018GB001), the Foundation for Outstanding Young
Scholars in Guangzhou (No.18QNXR11), and the 13th Five-year Research Plan Project of
Guangdong Province in 2020 (Moral Education Special Sciences of Guangdong Province, No.
2020JKDY018). We are grateful for the following intramural grants we received from various
funding programs at the University of Hawai’i at Mānoa (UHM) for the development, design,
research, and storage of our virtual reality equipment for this project: UHM Diversity and
Equity Initiative Awards (SEED IDEAS), UHM and Peking University Exchange Program of
Center for Chinese Studies (CCS), Women’s Campus Club Grant, and Chung Fong & Grace
Ning Fund for Chinese Studies sponsored by CCS. We are indebted to research participants and
previous Research on Integrating Distributed Language Learning Environments (the RIDLLE
Group) members Jia Yang, Zhi Li, Peiqi Huang, and Dr. Naiyi Xie Fincham for their input in
the earlier phases of the project.
References
Allen, L. K., Crossley, S. A., Snow, E. L., & McNamara, D. S. (2014). L2 writing practice: Game enjoy-
ment as a key to engagement. Language Learning & Technology, 18(2), 124–150. http://llt.msu.edu/
issues/june2014/varneretal.pdf
Ames, R. T. (2011). Confucian role ethics: A vocabulary. The Chinese University Press.
Ames, R. T. (2020). Human becomings: Theorizing persons for confucian role ethics. SUNY.
156 Zeyu Cui et al.
Barab, S. A., Gresalfi, M., & Arici, A. (2009). Why educators should care about: Games. Educational
Leadership, 67(1), 76–80.
Barab, S. A., & Plucker, J. A. (2002). Smart people or smart contexts? Cognition, ability, and talent
development in an age of situated approaches to knowing and learning. Educational Psychologist, 37(3),
165–182. https://doi.org/10.1207/s15326985ep3703_3.
Caselli, R., Dong, J., Nokes, J., Nuesser, M., Ritch, J., Tang, S., & Zheng, D. (in press) Becoming profes-
sional: Ecological role-play. In C. Grosse & H. Wang (Eds.), Chinese For business and professionals at the
workplace: Reaching across disciplines. Routledge.
Chovancova, K., Zazrivcova, M., & Gajdošová, K. (2020). Anticipation in exolingual communication.
SKASE Journal of Theoretical Linguistics, 17(4), 64–74. https://doi.org/10.18355/xl.2020.13.01.05
Cui, Z., Dong, J., Liu, Y., Tangiyev, D. M., Nokes, J., Nuesser, M., Tang, S., Zhang, H., & Zheng, D.
(2021). Design of a distributed language learning environment: Contextualizing Chinese language
learning in a panda reserve virtual reality. In Y-J. Lan & S. Grant (Eds.), Contextual language learn-
ing: Real language learning on the continuum from virtuality to reality (pp. 39–70). Springer. https://doi.
org/10.1007/978-981-16-3416-1_3
Cowley, S. J. (2011). Taking a language stance. Ecological Psychology, 23(3), 185–209. https://doi.org/10.1080/
10407413.2011.591272.
Dausendschön-Gay, U. (2003). Communication exolingue et interlangue. Linx, 49, 41–50. https://doi.
org/10.4000/linx.531
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gameful-
ness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference:
Envisioning Future Media Environments (pp. 9–15), Association for Computing Machinery. https://doi.
org/10.1145/2181037.2181040
Dewey, J. (1905). The postulate of immediate empiricism. Journal of Philosophy, Psychology and Scientific
Methods, 2(15). 393–399.
Dong, J., Nuesser, M., Zhang, H., & Zheng, D. (2021a, September 14). Bizhuwanshang Picture Book.
Ridllecorpus. https://ridllecorpus.files.wordpress.com/2021/09/picture-book-chinese_english0430.
pdf
Dong, J., Nuesser, M., Zheng, D., & Fincham, N. (2021b, April 30). Bizhuwanhang–Our Field Experts:
Introduction. Ridllecorpus. https://ridllecorpus.wordpress.com/experts/
García, O., Johnson, S. I., Seltzer, K., & Valdés, G. (2017). The translanguaging classroom: Leveraging student
bilingualism for learning. Caslon.
Gilligan, C. (1993). In a different voice: Psychological theory and women’s development. Harvard University Press.
Gredler, M. E. (2004). Games and simulations and their relationships to learning. In J. M. Spector, M. D.
Merrill, J. Elen, & M. J. Bishop (Eds.), Handbook of research on educational communications and technology
(pp. 571–581). Routledge.
Heckhausen, J. E., & Heckhausen, H. E. (2008). Motivation and action. Cambridge University Press.
Hellermann, J., Thorne, S. L., & Haley, J. (2019). Building socio-environmental infrastructures for learn-
ing. In J. Hellermann, S. W. Eskildsen, S. Pekarek Doehler, & A. Piiraninen-Marsh (Eds.), Conversation
analytic research on learning-in-action (pp. 193–218). Cham.
Hodges, B. H. (2007). Values define fields: The intentional dynamics of driving, carrying, leading, nego-
tiating, and conversing. Ecological Psychology, 19(2), 153–178.
Hodges, B. H. (2009). Ecological pragmatics: Values, dialogical arrays, complexity, and caring. Pragmatics
& Cognition, 17(3), 628–652. https://doi.org/10.1075/pc.17.3.08hod
Hutchins, E. (1995). Cognition in the wild. MIT press.
Jackson, G. T., & McNamara, D. S. (2013). Motivation and performance in a game-based intelligent
tutoring system. Journal of Educational Psychology, 105(4), 1036–1049. https://doi.org/10.1037/a0032580
Johnson, W. L., Vilhjálmsson, H. H., & Marsella, S. (2005). Serious games for language learning: How
much game, how much AI? In C.-K. Looi, G. McCalla, & B. Bredeweg (Eds.), Artificial intelligence in
education (pp. 306–313). IOS.
Kuśnierek, A. (2015). Developing students’ speaking skills through role-play. World Scientific News, 7,
73–111.
Kovács, G., & Spens, K. M. (2005). Abductive reasoning in logistics research. International Journal of Physical
Distribution & Logistics Management, 35(2), 132–144. https://doi.org/10.1108/09600030510590318
Becoming a Resourceful Language Learner 157
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge University
Press.
Larsen-Freeman, D. (2000). Techniques and principles in language teaching. Oxford University Press.
Li, W. (2018). Translanguaging as a practical theory of language. Applied Linguistics, 39(1), 9–30. https://
doi.org/10.1093/applin/amx039
Linell, P. (2009). Rethinking language, mind, and world dialogically: Interactional and contextual theories of human
sense-making. Information Age Publishing.
Liu, F., & Ding, Y. (2009). Role-play in English language teaching. Asian Social Science, 5(10), 140–143.
https://doi.org/10.5539/ass.v5n10p140
Love, N. (2004). Cognition and the language myth. Language Sciences, 26(6), 525–544. https://doi.
org/10.1016/j.langsci.2004.09.003
Love, N. (2014). The locus of languages in a redefined linguistics. In H. G. Davis, & T. J. Taylor (Eds.),
Redefining linguistics (pp. 53–117). Routledge.
Newgarden, K., & Zheng, D. (2016). Recurrent languaging activities in world of warcraft: Skilled linguis-
tic action meets the common European framework of reference. ReCALL, 28(3), 274–304.
Newgarden, K., Zheng, D., & Liu, M. (2015). An eco-dialogical study of second language learners’ world of
warcraft (WoW) gameplay. Language Sciences, 48, 22–41. https://doi.org/10.1016/j.langsci.2014.10.004
Nuesser, M. (2021). Flying in English. In V. Lee, D. Melik-Tangijev & C. Truong (Eds.), 2020 Proceedings:
Selected Papers From the Twenty-Fourth College-Wide Conference for Students in Languages, Linguistics and
Literature (pp. 30–40). University of Hawaiʻi, National Language Resource Center.
Rosén, E., & Reinhardt, C. (2003). Les risques (limités) du métier… la dimension de l’expertise dans le
continuum exolingue/endolingue. Linx, 49, 91–108.
Porquier, R. (1984). Communication exolingue et apprentissage des langues. Acquisition D’une Langue
étrangère III. Encrages, 12–48.
Porquier, R. (2003). Deux repères de recherche sur l’interaction exolingue. Linx, 49, 51–62.
Squire, K. D. (2008). Video games and education: Designing learning systems for an interactive age.
Educational Technology, 48(2), 17–26.
Steinkuehler, C., & Squire, K. (2014). Videogames and learning. In R. Sawyer (Ed.) Cambridge
Handbook of the learning sciences, (pp. 377–396). Cambridge University Press. https://doi.org/10.1017/
CBO9781139519526.023
Strauss, A. L., & Corbin, J. (1990). Basics of qualitative research: Grounded theory procedures and techniques. Sage.
Sundqvist, P., & Wikström, P. (2015). Out-of-school digital gameplay and in-school L2 English vocabu-
lary outcomes. System, 51, 65–76. https://doi.org/10.1016/j.system.2015.04.001
Van Lier, L. (2004). The ecology and semiotics of language learning: A sociocultural perspective. Kluwer Academic
Publisher.
Werbach, K., & Hunter, D. (2015). The gamification toolkit: Dynamics, mechanics, and components for the win.
University of Pennsylvania Press.
Zhao, Y. (2012). World class learners: Educating creative and entrepreneurial students. Corwin Press.
Zheng, D., Bischoff, M., & Gilliland, B. (2015). Vocabulary learning in massively multiplayer online
games: Context and action before words. Educational Technology Research and Development, 63(5), 771–
790. https://doi.org/10.1007/s11423-015-9387-4
Zheng, D., Hu, Y., & Banov, I. (2019). A multiscalar coordination of languaging. Chinese Semiotic Studies,
15(4), 561–587. https://doi.org/10.1515/css-2019-0030
Zheng, D., Liu, Y., Lambert, A., Lu, A., Tomei, J., & Holden, D. (2018). An ecological community becom-
ing: Language learning as first-order experiencing with place and mobile technologies. Linguistics and
Education, 44, 45–57. https://doi.org/10.1016/j.linged.2017.10.004
Zheng, D., Newgarden, K., & Young, M. F. (2012). Multimodal analysis of language learning in world
of warcraft play: Languaging as values-realizing. ReCALL, 24(3), 339–360. https://doi.org/10.1017/
S0958344012000183
Zheng, D., Schmidt, M. M., Hu, Y., Liu, M., & Hsu, J. (2017). Eco-dialogical learning and translan-
guaging in open-ended 3D virtual learning environments: Where place, time, and objects matter.
Australasian Journal of Educational Technology, 33(5), 107–122. https://doi.org/10.14742/ajet.2909
9
INTERACTION GAMES TO BOOST
INTERCULTURAL COMMUNICATION
IN VIRTUAL WORLDS AND
VIDEO-COMMUNICATION
A case study
9.1 Introduction
Game-based learning (GBL) (Gee, 2017; Prensky, 2003) has gained popularity in education
practices due to the potential that games have to make learning processes more enjoyable
and increase students’ engagement and flow (Perttula et al., 2017; Reinhardt, 2019). Digital
games are being embraced by teachers and researchers due to the constructive (Vygotsky,
1986) and situated learning (Dawley & Dede, 2014) they promote, and the enjoyment ele-
ment games possess. Students learn by doing and exploring, by engaging in problem-solving,
failing, going to a next level, and socialising when games are played in groups. Players acti-
vate and develop key competencies such as self-regulation, information skills, anticipation,
and critical thinking when playing (Pivec, 2007). In spite of the popularity of games, GBL is
still an emerging field in terms of empirical evidence available to firmly support educational
benefits.
In the present chapter, we report on the results of a case study carried out in March–
April 2021, where students in two conditions played in international dyads or groups
of three, playing three online interaction games using Spanish as a lingua franca (LF):
Snakes and Ladders, a Cultural Quiz, and an Escape Room (VC condition) or Treasure
Hunt (VW condition). Students in the f irst condition used video-communication (VC)
environments (Microsoft Teams or Jitsi) to play the games designed in Genial.ly, while
students in the second condition played them in the social virtual world (VW) environ-
ment of Open Simulator. We were interested in exploring how the specif ic affordances
of these social interaction platforms might affect engagement in intercultural commu-
nication processes when playing games. In the VW condition, students – represented as
avatars – are immersed in a VW and can interact with each other and the environment
while taking joint action in game processes ( Jauregi-Ondarra et al., 2022). In the VC con-
dition, on the other hand, students can interact with one another while seeing each other
and can play the game by sharing the screen. The present study aimed at investigating
how specif ic affordances associated with the games’ environment (presence, anonymity,
interaction, action, and immersion) might inf luence students’ engagement in intercul-
tural game playing.
DOI: 10.4324/9781003240075-9
Interaction Games 159
9.2.2 Telecollaboration
Web 2.0 technologies offer language learners many ways to contact and collaborate with speak-
ers of other languages from all over the world. Telecollaboration, also known under terms such
as online intercultural exchange or virtual exchange, is one of the possible ways to operation-
alise interaction between learners who are in different locations. These online intercultural
exchanges are regarded as ideal practices for language and intercultural learning because they
provide convenient, authentic, direct, and speedy access to other speakers and their cultures
(Lamy & Goodfellow, 2010; Sadler & Dooly, 2016).
An increasing body of research has shown that telecollaborative activities have a significant
impact on language learners’ linguistic and communicative competence (Çiftçi & Savaş, 2018;
Cunningham & Akiyama, 2018). Moreover, it has been demonstrated that telecollaboration
has the potential to contribute to learners’ awareness and understanding of the target culture,
since learners are provided with opportunities for spontaneous and authentic communication
with real peers (Chen & Yang, 2016; Godwin-Jones, 2019). Some comparative studies have
even shown that these virtual exchanges provide a more advantageous learning environment
than traditional in-class face-to-face interactions (Canto & Jauregi-Ondarra, 2017; Zeng, 2017;
Ziegler, 2016). However, telecollaboration in language learning does not always equal success.
Many studies have revealed that task design plays an important role in determining its learning
outcomes (Guth & Helm, 2011; O’Dowd & Ware, 2009).
and co-presence, being there together within that space ( Jauregi-Ondarra et al., in press; Lan,
2020). This ability to provide an immersive experience combined with a high level of interac-
tivity distinguishes VWs from other online social spaces.
affective subdomains. She suggests that the social component should be studied as part of those
main engagement subdomains.
Despite these different approaches, all scholars agree that engagement refers to action (Lawson
& Lawson, 2013). This action element distinguishes engagement from motivation, which relates
more to desire or intention (Mercer, 2019). This means that students may be very motivated (i.e.,
have the desire or intention to act) but still not engaged in learning; they will need to act and
get involved through engagement by applying the energy of motivation.
Flow, a construct related to engagement, is the term used to describe the feelings of enjoy-
ment that emerge when somebody is performing an intrinsically rewarding activity, which
often emerges when competence and challenge levels are balanced (Perttula et al., 2017). Flow
describes a state of complete absorption or engagement in a specific activity in which a per-
son excludes all irrelevant emotions and thoughts (Sweetser & Wyeth, 2005). During a flow
experience, a person is in a positive psychological state and so completely involved with the
goal-driven activity that nothing else seems to matter (Ma et al., 2014). This kind of intrinsic
motivation is very important, especially in serious games that usually require different cognitive
or physical investments compared to entertainment games (Perttula et al., 2017, p. 57).
The game elements used in DGBL are key in establishing whether a student will be engaged
while playing the game and be able to achieve the specific learning outcomes. In most games, the
player feels empowered to autonomously take decisions on the course of events, which contrib-
utes to enhancing motivation (Ryan & Deci, 2000) and engagement. The learners’ motivation
and engagement can be stimulated by challenge (an appropriate balance between competence
and challenge), fantasy (an appropriate level of immersion in a given world while enacting roles
with associated responsibilities), curiosity (linking challenges or goals in the game to uncertain
outcomes), and control (being in charge and responsible) (Perttula et al., 2017). Having a spe-
cific goal, receiving immediate performance feedback, the feeling of being in control, being one
with the activity, and experiencing time distortions increase the sensation of flow and seem to
enhance learning (Brockmyer et al., 2009).
To our knowledge, no studies so far have looked into how digital learning interaction games
can be played internationally to contribute to enhancing intercultural communicative com-
petence and engagement, using a VC or a VW application to communicate and play games in
Spanish as an LF. The present study seeks to address this gap in the research field of CALL. The
concrete research questions are:
1. To what extent do games played using a lingua franca (Spanish) in an intercultural setting
in VW and VC influence self-efficacy beliefs, anxiety, and motivation?
2. To what extent do presence and immersion affect engagement and flow in interaction game
playing?
3. How do differences between both conditions (VC and VW) affect game-related interaction
processes and perceptions?
9.3 Method
9.3.1 Participants
The participants were 19 students from Utrecht University (The Netherlands) and 13 from
Queen Mary University (UK). At Utrecht University, all students were enrolled in the language
course Español 3 (B1, CEFR). They were split into two groups, and each group was randomly
assigned to VW or VC conditions. Students from Queen Mary University were all volunteers
with the B1 required level. Here, also, groups were randomly assigned to each condition. All
Interaction Games 163
participants were between 18 and 24 years old and mainly female. Those in the VC group were
familiar with video-communication applications; however, the VW participants had no previ-
ous experience with VWs.
The decision whether the question was answered correctly or not was in their partner’s hands.
Again, for the VW group, the same wheels were placed in two different display panels, and stu-
dents’ avatars could interact with the game panels (Figure 9.4).
The Escape Room used in the VC condition (Figure 9.5) was designed as a mission to find
the secret to learning Spanish. Students had to solve different challenges to find out what the
secret was. The challenges, related to all three cultures (Dutch, English, and Hispanic), had to be
solved collaboratively and were in the form of quizzes and puzzles. Each challenge’s answer was
the key to the next one. The application used for the games played in the VC condition, Genial.
ly, only allowed one player to interact with the game. This meant that the game had to be played
by sharing the screen. The third and also last game for the VW group was this time a Treasure
Hunt that took place in a virtual Valencia. In addition to interacting with one another, students
had to interact with the activity panels, a music box and bots (computer-controlled avatars),
from whom they would receive instructions. Following the information received by the bots,
students’ avatars would move around the VW looking for the next station with the next chal-
lenge and interaction activity (Figure 9.6). All actions required not only negotiating with their
partner about the answers but also interacting with the VW. The clock would tick during the
game performance.
game experience, affordances of the environment, engagement and flow, affective variables,
communication satisfaction, and learning on a 5-point Likert scale. In addition, reflection jour-
nals, completed after each game, were collected, and (group) interviews were conducted at the
end of the project. These instruments had been used in previous research ( Jauregi-Ondarra
et al., 2020) and were adapted to the specific playing context. The items in surveys and the
guiding questions in reflection journals were in English. Students were given the opportunity
to answer in English or Dutch.
Most reported studies analysing flow and engagement used only final questionnaires. As
some authors suggest, this approach ‘may decrease the validity of flow measurement, because
the meaning of last game events may affect too much on player’s answers and distort the overall
experience’ (Perttula et al., 2017, p. 66). Since each game was different in terms of goals, con-
tent, interactivity, challenges and feedback, and was played in different weeks, the reflection
journals were conceived as a natural non-intrusive method to collect valuable data that would
allow us to discover the specific intricacies of each game experience. In the reflection journals,
students were asked to reflect upon the game experience, the specific environment used to play
the interaction games, intercultural learning, cooperation with partner(s), and communication
in an LF setting. Finally, they were asked to look forward and think about what they could do
better next time.
Condition
Research instrument VC VW
Final questionnaire 20 12
Reflection journal 1 18 13
Reflection journal 2 16 14
Condition
Research instrument VC VW
Reflection journal 3 19 12
(Group) interviews 22 14
9.4 Results
We present the results from both the quantitative (closed items from the final questionnaire) and
qualitative data (open items of the final questionnaire, the weekly reflection journals and the
final group interviews) in an attempt to unravel different aspects that affect students’ engagement
when playing. These aspects include the games played, the environments used, affective factors,
communication, LF use, and collaboration with their partner. The data gathered via the research
instruments are displayed in Table 9.1.
VC VW
Items x̄ SD x̄ SD
I liked the games I 4.3 0.7 3.9 0.5
carried out with
my partner.
I liked to play games 4.4 0.7 4.0 0.7
communicating in
the foreign language.
VC VW
Items x̄ SD x̄ SD
The games made the 4.7 0.5 4.1 0.8
communication
sessions more
interesting and fun.
I would like to use 4.4 0.8 3.8 0.9
game activities
more often with
students from other
countries.
I was able to learn 4.3 0.5 4.0 0.9
something about
the other student’s
views, life and
culture.
Note: Mean (x̄) and Standard Deviation (SD) values per condition (VC = video-communication;
VW = virtual world). Number of participants per condition: VC (N = 20); VW (N= 12). 5-point
Likert-scale responses (1. Strongly disagree – 5. Strongly agree).
just a question-and-answer routine. A couple of students considered not being able to prepare
themselves for task performance, as a positive aspect of game playing. The students acknowl-
edged that the game contributed to a more relaxed atmosphere and fluid communication.
Most participants in both conditions enjoyed The Cultural Quiz. They liked learning some fun
and random facts about each other’s cultures (‘It was funny to realize that we use things that seems
weird to others’). Some students commented on how it made them aware of their own cultural
habits and how interesting it was having to explain them to others (‘I like that I learned something
new about my country too as I had no idea about some of the answers’). In the VW, students played
the game in the virtual town of Chatterdale. One of the students from the UK commented on the
realistic scenario: ‘I liked Chatterdale, it did actually resemble a town in England.’
The challenge of not being able to prepare their interaction in advance was seen as the source
of a more spontaneous communication. One student commented on how not having right and
wrong answers added to the positive vibe: ‘The fact that we both didn’t know all the answers to
the questions about our country with certainty also added to the informal, comfortable atmos-
phere.’ In this respect, others indicated that they would have preferred to have had access to the
solutions that indicated the right and wrong answers. Some dealt with this lack of confirmation
for right and wrong answers by doing online searches while playing. Only one student declared
to have preferred a normal conversation rather than this second game.
There seemed to be some confusion and technical issues with the game materials. Some stu-
dents only managed to play one culture wheel. Alongside the cultural facts being discussed, posi-
tive intercultural attitudes were observed. One student pointed out that ‘I learned that I know less
Interaction Games 169
about English culture than I thought,’ and another student stated that ‘this is important because I
will know what to eat when I go there. As a result of learning this, I will try these foods.’
The Escape Room was the most popular game in the VC condition. Students liked the theme
and the fact that different challenges took them on a journey to discover various aspects of the
Hispanic culture. It was described as interactive and having a good mixture of questions from
the Hispanic and participating cultures. The participants mentioned that they had learned about
different cultural facts. These findings seemed to have sparked their curiosity. This is illustrated
in the following selected examples from the students’ comments:
‘I am also more curious to what Mexico has to offer.’
‘I learnt that there is a monarchy and that they are very young. This is important because I
honestly had no idea but it’s interesting to know. I’m going to research more monarchies.’
‘As a result of learning, I will watch a movie about Frida.’
‘I learnt that the culture in the netherlands is very different to ours here in the UK and
in the caribbean and their national foods look really interesting to try, this is important
because we should all be aware and acknowledge other cultures and as a result of this
learning I will try harder to be more culturally aware.’
The game was claimed again to have contributed to a more casual, spontaneous, and less stressful
interaction. On top of that, it did not just feel like talking to each other; the aim was to play the
game (‘I liked that we were solving something together/like playing with friends’). Some students
indicated that they struggled to solve certain challenges because they did not know how to proceed.
They mentioned that they would have liked some extra help to guarantee their game progress.
The Treasure Hunt in the VW was the most immersive game as, in addition to interacting
with one another to find the solution to four challenges, students had to interact with bots, the
activity boards, and a music box in the virtual city of Valencia. Besides, they had to explore the
city in search of the next challenge, following the instructions given by the bots, while the clock
was ticking. Most students found this the most interesting game:
‘It was really fun, as we had to go virtually to different places, meaning that we had to do
more tasks together and communicate more.’
‘I liked that this game was more interactive than the previous ones, we really had to walk
(or fly) a lot now.’
‘I really enjoyed the virtual world in this assignment because we had to actively look for
stuff together and explore the city. That was a lot of fun.’
However, some students found the task difficult and confusing and did not like to spend so much
time searching around:
‘It was fun, however it was difficult to know exactly where to go at times. We could not
find one of the places for ages.’
‘It was more difficult than the others and we weren’t really sure we did the right thing.’
Unfortunately, there seemed to be a technical problem in the game, as the bot in the last chal-
lenge could not be seen. Consequently, students could not obtain the necessary information to
be able to finish the game successfully. As one of the very engaged students reported:
‘It [the game] was really nice, but it was really sad that we couldn’t finish it because the last
fantasma [bot] didn’t show up.’
170 Kristi Jauregi-Ondarra and Silvia Canto
VC VW
Items x̄ SD x̄ SD
It was easy to START the tool. 4.3 0.6 2.8 1.4
It was easy to USE the tool. 4.2 0.6 3.7 0.8
SOUND was good. 3.7 1.0 3.4 1.1
I like to see my partner when 4.5 0.6 2.6 1.0
communicating / to talk to an AVATAR.
I like to see myself when 3.3 0.8 3.2 1.2
communicating / to be an AVATAR.
VC VW
Items x̄ SD x̄ SD
I enjoyed the interaction games in the 4.3 0.6 4.2 0.4
VC/VW environment.
My interaction experience playing 4.0 0.5 3.3 0.8
interaction games in the VC/VW
environment was rewarding.
The VC/VW environment influenced 3.8 0.8 3.3 1.1
the game experience positively.
The VC/VW environment contributed 4.3 0.7 3.2 1.3
to make the interaction games more
interesting and fun.
This VC/VW environment is nice. 4.2 0.7 3.3 1.2
The VC/VW is an effective system for 4.2 0.7 3.3 1.0
practicing a foreign language.
The VC/VW environment had a 3.6 0.1 3.1 0.7
positive influence on the way I
communicated.
Note: Mean (x̄) and Standard Deviation (SD) values per condition (VC = video-communication; VW =
virtual world). Number of participants per condition: VC (N = 20); VW (N= 12). 5-point Likert-scale
responses (1. Strongly disagree – 5. Strongly agree).
Interaction Games 171
The interaction games played in both environments were highly appreciated by the stu-
dents in both conditions. However, in general terms, the environment as a whole was more
valued by students in the VC condition. They found it a pleasant medium, and the experi-
ence was more rewarding. They perceived that the setting contributed more to make the
interaction games more interesting and fun, and they considered it a more effective system
for practicing a language than in the VW condition. Here again, as the high SD values
indicate (see Table 9.3), the perceptions were split between those being very positive and
those being critical. While five participants were extremely positive about the VW, four
were quite negative and three neutral. As to the question whether the environment had a
positive effect on the way they communicated, students in both conditions seemed to be
rather neutral about any effects.
Since Jitsi is similar to other applications students are familiar with, the interaction via this
application did not pose major problems. Only a couple of students seemed to have trouble
sharing their screen. The facts that it was easy to use (‘it’s just like Zoom or Teams’/‘if you
don’t understand you just can share your screen’), and that students were able to see and hear
their interaction partner were reported to have contributed to a relaxed atmosphere (‘I like how
we can arrange a call at any time and just get out of bed and meet online’). Being able to see
and hear their interaction partner was regarded as beneficial by most students. However, when
sharing their screen with Jitsi, they could not see their partners’ face, and this was regarded as a
limitation of the application.
The VW was new to all students participating in this condition. Most of them liked the
2D environment itself (‘a nice environment’), the immersive dimension and the possibility to
interact with the world (‘The virtual world was fun. I liked the way you can walk around’),
and the sense of being co-present with the other player(s) (‘it felt like being in the same place’).
This contributed to a casual and relaxed atmosphere. One student even pointed out: ‘I liked
the effort people made to make this virtual world, and I thought it was a good initiative to
try such a game.’
Most students felt that the VW ‘contributed a lot to everyone being more at ease and more
comfortable because it’s much more casual than a video call.’ This allowed them to be able to
focus more on the communication and the game. However, one student stated clearly that ‘the
virtual world did not really contribute to a more relaxed sphere. The games did, but the virtual
world made it a bit weird and unclear sometimes.’
Being an avatar and interacting with one was experienced differently by the participating stu-
dents. While for most not being seen while trying to find the right words to express themselves
in the TL was a relief, and the whole experience was more fun and casual (‘I liked that the virtual
world makes it easier to interact with each other. Because you are a character, i find it more easy
to talk in a foreign language because you don’t see my face’), for others not being able to see their
partner but their avatar, was perceived as a very impersonal way of communicating (‘I still don’t
like it, I still think it’s super impersonal and I really don’t feel like me and my partner are building
a connection’).
When asked to compare this experience (with games) with a normal conversation in Skype,
students in both conditions stated that this experience had provided them with the opportunity
to speak about things that do not come up in a normal conversation. They added that it had
been easier to keep the conversation going and that it had been more fun (‘it creates a topic to
discuss whereas on a regular Jitsi call its harder to form a conversation if you’re introverted and
only just met the person’). One student compared this experience to previous telecollaboration
sessions and stated that the games ‘take away all of my nervousness and shame while speaking if
i compare it to telecolaboraciónes we did before without any games.’
172 Kristi Jauregi-Ondarra and Silvia Canto
The immersive VW scenarios form a context where students meet and engage with one
another while doing things together (playing, communicating, exploring, moving around, fly-
ing, describing scenarios, and engaging in all kinds of action) and, as a result, unexpected con-
versations emerge:
‘This virtual game experience is more fun than a normal conversation in Skype, as we get
to meet up as if we were in a real life scenario and each week we do different tasks, which
made it more realistic.’
‘An added value of games is that you always have something to talk about, because talking
to someone you don’t know via skype can get quite uncomfortable and that was not at
all. You could ask each other questions and you had something to do instead of just a dry
conversation.’
VC VW
Items x̄ SD x̄ SD
I felt I was in the same place with my partner in 3.4 1.2 2.6 0.7
the VC/VW environment.
I was completely captivated by the VC/VW 3.3 0.9 3.2 0.7
environment.
I was so immersed playing the interaction 3.1 0.7 4.2 1.2
games in the VC/VW environment that
I lost track of time.
I did my best when interacting in the VC/VW 4.4 0.5 3.3 0.9
environment.
I could concentrate well when interacting in 4.1 0.7 3.3 1.2
the VC/VW environment.
I was so involved in playing the interaction 3.3 1.0 3.2 1.0
game in the VC/VW environment that
I ignored everything around me.
Note: Mean (x̄) and Standard Deviation (SD) values per condition (VC = video-communication; VW = virtual world).
Number of participants per condition: VC (N = 20); VW (N= 12). 5-point Likert-scale responses (1. Strongly disagree
– 5. Strongly agree).
Interaction Games 173
felt immersed to a certain extent. There were also participants who were not sure about under-
standing the question. Quite a few students in the VW condition recognised that the immersive
and co-presence dimensions of the world allowed them to move and fly around and explore the
world together while interacting in the foreign language:
‘It was really enjoyable, as it felt as if we were actually meeting up but it was just happening
in a virtual world.’
‘Yes [I felt immersed in the same place as my partner]. I think we all enjoyed being in
Chatterdale and I explained how it actually did look like a town in England.’
However, there were two students who reported not feeling immersed in the same place as their
partner in the VW:
‘No not at all, because you are stuck behind that eternal laptop (which is not something
that is too positive in a corona quarantine).’
‘No, the virtual world is not sufficiently well constructed for that, and also I believe it
would require a VR set, not a laptopscreen that is the same as the one on which you follow
all of the other courses.’
VC VW
Items x̄ SD x̄ SD
Note: Mean (x̄) and Standard Deviation (SD) values per condition (VC = video-communication; VW = virtual world).
Number of participants per condition: VC (N = 20); VW (N= 12). 5-point Likert-scale responses (1. Strongly disagree
– 5. Strongly agree). * High scores indicate high levels of anxiety.
174 Kristi Jauregi-Ondarra and Silvia Canto
TABLE 9.6 Statistical Analysis Related to Lingua Franca Use and International Dimension
VC VW
Items x̄ SD x̄ SD
Note: Mean (x̄) and Standard Deviation (SD) values per condition (VC = video-communication; VW = virtual world).
Number of participants per condition: VC (N = 20); VW (N= 12). 5-point Likert-scale responses (1. Strongly disagree
– 5. Strongly agree).
The reflection journals and interviews corroborate these findings. Students perceived that
the games contributed to a more relaxed atmosphere (‘it did not feel like work and was fun
and a bit competitive’) and more fluid communication. A couple of students admitted having
felt uneasy not being able to prepare for the game sessions. The majority, however, indicated
that the games helped them to guide their interactions, be more spontaneous, and work on
their fluency.
‘We learned new things about each other, and we had a good laugh, all while practising
our Spanish.’
‘I liked meeting new people. During covid it was a fun way to still have some more social
interaction.’
Interaction Games 175
the boards, (c) how they communicate with each other and collaborate in sequences of negotiation
of meaning, and (d) how they show engagement following the game activities while interacting
accordingly. They explain and describe game-related topics and elaborate on them. They describe
a monument and the advantages of living in a big city. The game lasted 1 h and 9 min.
Example 2 (Figure 9.9) shows engagement evidence that comes from the audio and visual
data, from observation of two VC students in action, working on task 2, the Cultural Quiz.
Cognitive engagement was mainly manifested by exchange of ideas, giving explanations, eval-
uative comments, inferring, questioning, and completion of peer utterances. Throughout the
whole session, while observing students’ participation and effort, behavioural engagement was
Interaction Games 177
exhibited, with learners focused on carrying out the task. There were numerous instances of
laughing, exclamations, and non-verbal expressions where students displayed emotional engage-
ment. The data shows that students were listening and giving feedback to one another, show-
ing signs of being socially engaged by being interactive. Observing the full recording where
Example 2 was embedded revealed that the interaction was also filled with language-related
episodes (Swain & Lapkin, 1998), involving negotiations of linguistic and cultural meaning
jokes and laughed, commented on the game mechanics, and helped one another when chal-
lenges arose playing the games or trying to express themselves in the foreign language. Besides
interaction skills, students developed intercultural competencies. They acquired new knowl-
edge, raised awareness about their own cultural habits and enjoyed sharing them with their
international peers, discussed cultural facts, and developed positive cultural attitudes towards
unknown or unexpected social conventions.
Students valued the socio-cultural and interpersonal focus of the challenges in the games,
and the relaxed, casual, and enjoyable atmosphere these games created. This is seen as an ideal
context in which students dare to take risks to communicate in the foreign language, to nego-
tiate and co-create meaning and ultimately learn. As reported in the literature (Acquah & Katz,
2020; Brockmyer et al., 2009; Perttula et al., 2017), game elements such as having a specific goal,
the balance between challenge, competition and ease, feeling autonomy while being in control,
curiosity about what will happen next, and interactivity among the players and with the game
favoured students’ positive attitudes and involvement. In addition, the international dimension
of the interaction games, being played in an LF communication setting, clearly contributed to
a positive emotional engagement. This probably enhanced the students’ active communicative
and game participation (behavioural engagement) and their proactive involvement in making
efforts and take risks to engage cognitively with the specific interaction game sequence (c.f.
Gijsen, 2021).
Issues affecting engagement negatively were also detected. They included experiencing tech-
nological problems, not thoroughly understanding the games, finding them difficult or con-
fusing, not being able to find the next challenge, or, for some students, being an avatar. In line
with previous research findings (Acquah & Katz, 2020; Boudadi & Gutiérrez-Colón, 2020;
Dehghanzadeh et al., 2019; Peterson, 2016), the results showed a direct link between playing
interaction games and positive affective feelings and experiences.
The second research question explored how immersion and presence would affect engage-
ment and flow in game interaction processes. Apparently, these constructs did not seem to play
any fundamental role in enhancing engagement in VC and VW conditions. Unexpectedly, the
quantitative data measuring presence and immersion seemed to indicate that students partici-
pating in the VW condition did not experience the world as an immersive space. Nevertheless,
as it became clear when analysing the reflection journals and the final interviews, most students
valued the immersiveness of the Treasure Hunt played in the VW, as they had to explore the
world together, move around looking for the next challenge, and interact with different arte-
facts in the world (bots, instruction boards, a music box, and a video panel). Obviously, the
interaction games differ from each other in the immersion and interactivity levels they afford.
The Treasure Hunt was clearly the most immersive of all. This was noted and valued by most
students. Therefore, we could claim that it is not just the environment but the direct interplay
between the environment and the immersiveness level the games afford that is crucial when
analysing the impact of immersion and presence in engaging game experiences. Furthermore,
this concrete example shows the importance of gathering different types of data (quantitative
and qualitative) at different stages during the study. This procedural mixed-method approach to
data collection is needed to obtain a deeper understanding of the complex but relevant aspects
being investigated.
The third research question examined how differences between VC and VW conditions
may affect game-related interaction processes and perceptions. Both quantitative and qualitative
results showed that although all students enjoyed the games, the environment being used to
play made a difference. In general, the game experiences were more positive among the stu-
dents participating in the VC condition than in the VW condition. For students participating
Interaction Games 179
in VW, the environment was completely new, and they were not used to controlling avatars.
Five students were very positive about it, four disliked it, and three were neutral. In addition,
some participants faced quite a few technological issues (e.g., not being able to download the
viewer, sound problems, computers loading the world at a slow pace, and being kicked out of
the game). Although they were given several tutorials and received weekly video recordings
explaining the game mechanics in the VW, the lack of previous experience with this kind of
environment, technological problems, and personal preferences might have influenced their
overall game experience.
Our study presents clear limitations. Its small-scale exploratory character with a relatively
small number of participants indicates that caution is required when interpreting the findings. In
addition, this research was of a brief duration. The study took 3 weeks with three games being
played. The effects could have been different in the long run. The focus of the study was on a
small number of variables and aspects of interaction games, leaving other elements unexplored.
The type of participants, undergraduates at a European university, is also another noteworthy
limitation. We are also aware of the limitations of learner self-reporting and how these might
have influenced the results. The potential effect of novelty and how the innovative factor might
have influenced students’ perceptions and engagement level should also be considered in future
research. Lastly, although we have presented here two examples showing how students engaged
in the game, more focused interaction analysis is needed to disentangle engagement processes
students enact in interaction. These factors limit the generalizability of the findings.
Further research is needed to confirm the present results applied in other educational con-
texts, with larger groups of students and using different typologies of games over a longer
period of time. Likewise, future studies could analyse how games played in additional com-
munication platforms and applications (e.g., high-immersion VR) affect engagement and
intercultural language learning. We certainly need more evidence-based information in order
to be able to better meet the wishes, styles and needs of a diverse population of students.
Additionally, more research is required to examine how these practices can be integrated into
the curriculum and whether the benefits identified in the literature transfer to out-of-game
contexts.
Acknowledgements
We would like to thank Sabela Melchor-Couto for collaborating in the first phases of the
project, Elina Vilar the collaborating teacher at Queen Mary University of London and all
participating students.
References
Acquah, E. O., & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through high-
school students: A systematic literature review. Computers and Education, 143. https://doi.org/10.1016/
j.compedu.2019.103667
Bandura, A. (1994). Self-efficacy. In V. S. Ramachaudran (Ed.), Encyclopedia of human behaviour (Vol. 1)
(pp. 71–81). Academic Press.
Boudadi, N. A., & Gutiérrez-Colón, M. (2020). Effect of gamification on students’ motivation and
learning achievement in second language acquisition within higher education: A literature review
2011-2019. The EuroCALL Review, 28(1), 57–69. https://doi.org/10.4995/eurocall.2020.12974
Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., & Pidruzny, J. N. (2009). The
development of the game engagement questionnaire: A measure of engagement in video game-playing.
Journal of Experimental Social Psychology, 45(4), 624–634. https://doi.org/10.1016/j.jesp.2009.02.016
Byram, M. (1997). Teaching and assessing intercultural communicative competence. Multilingual Matters.
180 Kristi Jauregi-Ondarra and Silvia Canto
Canto, S., & Jauregi-Ondarra, K. (2017). Language learning effects through the integration of synchro-
nous socializing network opportunities in language curricula: The case of video communication
and second life. Language Learning in Higher Education Journal, 7(1), 21–53. https://doi.org/10.1515/
cercles-2017-0004
Chen, J. J., & Yang, S. C. (2016). Promoting cross-cultural understanding and language use in research-ori-
ented internet-mediated intercultural exchange. Computer Assisted Language Learning, 29(2), 262–288.
https://doi.org/10.1080/09588221.2014.937441
Çiftçi, E. Y., & Savaş, P. (2018). The role of telecollaboration in language and intercultural learning:
A synthesis of studies published between 2010 and 2015. ReCALL, 30(3), 278–298. https://doi.
org/10.1017/S0958344017000313
Cunningham, J. D., & Akiyama, Y. (2018). Synthesizing the practice of SCMC-based telecollaboration: A
scoping review. CALICO Journal, 35(1), 49–76. https://doi.org/10.1558/cj.33156
Dawley, L., & Dede, C. (2014). Situated learning in virtual worlds and immersive simulations. In J. M.
Spector, M.D. Merrill, J. Elen, & M. D. Bishop (Eds.), Handbook of research on educational communications
and technology (4th ed., pp. 723–734). Springer.
Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee, E., & Noroozi, O. (2019). Using gamification
to support learning English as a second language: A systematic review. Computer Assisted Language
Learning, 34(7), 934–957. https://doi.org/10.1080/09588221.2019.1648298
Dörnyei, Z., & Ushioda, E. (2011). Teaching and researching motivation (2nd ed.). Longman.
Figueroa, J. F. (2015). Using gamification to enhance second language learning. Digital Education Review,
27, 32–54. https://doi.org/10.1344/der.2015.27.32-54
Gee, J. P. (2017). Games, passion, and “higher” education. In W. G. Tierney, Z. B. Corwin, T. Fullerton,
& G. Ragusa (Eds.), Postsecondary play: The role of games and social media in higher education (pp. 171–187).
Johns Hopkins University Press.
Gijsen, L. (2021). Task engagement in virtual pedagogical lingua franca communication. [Doctoral dis-
sertation, Utrecht University]. Ridderprint, ISBN 978-94-92332-39-4
Godwin-Jones, R. (2019). Telecollaboration as an approach to developing intercultural communication
competence. Language Learning & Technology, 23(3), 8–28. http://hdl.handle.net/10125/44691
Guichon, N., & Cohen, C. (2014). The impact of the webcam on an online L2 interaction. Canadian
Modern Language Review, 70(3), 331–354. https://doi.org/10.3138/cmlr.2102
Guth, S., & Helm, F. (2011). Developing multiliteracies in ELT through telecollaboration. ELT Journal,
66(1), 42–51. https://doi.org/10.1093/elt/ccr027
Hampel, R. (2014). Making meaning online: Computer-mediated communication for language learning.
In A. Peti-Stantić, & M. M. Stanojević (Eds.), Proceedings of the CALS conference 2012 (pp. 89–106).
Peter Lang.
Helm, F. (2017). Critical approaches to online intercultural language education. In S. Thorne & S. May
(Eds.), Language, education and technology. Encyclopedia of language and education (3rd ed., pp. ix–xxi).
Springer International Publishing. https://doi.org/10.1007/978-3-319-02237-6_18
Hofmeyr, M. (2021). Lighting the fuse for interaction and negotiation: The potential of information-gap
digital puzzle games for language learning. Technology in Language Teaching and Learning, 3(1), 1–20.
https://doi.org/10.29140/TLTL.V3N1.450
Horwitz, E. K., Horwitz, M. B., & Cope, J. (1986). Foreign language classroom anxiety. The Modern
Language Journal, 70(2), 125–132. https://doi.org/10.1111/j.1540-4781.1986.tb05256.x
Hung, Y. W., & Higgins, S. (2016). Learners use of communication strategies in text-based and vid-
eo-based synchronous computer-mediated communication environments: Opportunities for language
learning. Computer Assisted Language Learning, 29(5), 901–924. https://doi.org/10.1080/09588221.
2015.1074589
Hung, H. T., Yang, J. C., Hwang, G. J., Chu, H. C., & Wang, C. C. (2018). A scoping review of
research on digital game-based language learning. Computers & Education, 126, 89–104. https://doi.
org/10.1016/J.COMPEDU.2018.07.001
Jabbari, N., & Eslami, Z. R. (2019). Second language learning in the context of massively multi-
player online games: A scoping review. ReCALL, 31(1), 92–113. https://doi.org/10.1017/
S0958344018000058
Interaction Games 181
Jauregi-Ondarra, K., Gruber, A., & Canto, S. (2020). When international avatars meet – Intercultural lan-
guage learning in virtual reality exchange. In K. M. Frederiksen, S. Larsen, L. Bradley, & S. Thouësny
(Eds.), CALL for widening participation: Short papers from EUROCALL 2020 (pp. 138–142). Research-
publishing.net. https://doi.org/10.14705/rpnet.2020.48.1178
Jauregi-Ondarra, K., Canto, S., & Melchor-Couto, S. (2022). Virtual worlds and second language acqui-
sition. In N. Ziegler & M. Gonzalez-Lloret (Eds.), The Routledge handbook of second language acquisition
and technology (pp. 311- 325). Taylor and Francis.
Lamy, M. N., & Goodfellow, R. (2010). Telecollaboration and learning 2.0. In S. Guth, & F. Helm (Eds.),
Telecollaboration 2.0: Language, literacies and intercultural learning in the 21st century (pp. 107–138). Peter Lang.
Lan, Y. (2020). Immersion, interaction, and experience-oriented learning: Bringing virtual reality into
FL learning. Language Learning & Technology, 24(1), 1–15. http://hdl.handle.net/10125/44704
Lan, Y. J., Kan, Y. H., Sung, Y. T., & Chung, K. E. (2016). Oral-performance language tasks for CSL
beginners in second life. Language Learning & Technology, 20(3), 60–79. http://llt.msu.edu/issues/octo-
ber2016/lanetal.pdf
Lantolf, J. P., & Thorne, S. L. (2006). Sociocultural theory and second language acquisition. In B. Van
Patten, & J. Williams (Eds.), Theories in second language acquisition (pp. 201–224). Erlbaum.
Lawson, M. A., & Lawson, H. A. (2013). New conceptual frameworks for student engage-
ment research, policy, and practice. Review of Educational Research, 83(3), 432–479. https://doi.
org/10.3102/0034654313480891
Li, J. (2020). A systematic review of video games for second language acquisition. In P. Sullivan, J. Lantz, &
B. Sullivan (Eds.), Handbook of research on integrating digital technology with literacy pedagogies (pp. 472–499).
IGI Global. http://doi.org/10.4018/978-1-7998-0246-4.ch021
Long, M. H. (1996). The role of the linguistic environment in second language acquisition. In W. C.
Ritchie, & T. K. Bhatia (Eds.), Handbook of second language acquisition (pp. 413–468). Academic Press.
Ma, Y., Williams, D., & Prejean, L. (2014). Designing an electronic educational game to facilitate immersion and
flow. Journal of Interactive Learning Research, 25(1), 27–49. https://www.learntechlib.org/primary/p/36121/
McNeil, L. (2020). Implementing digital game-enhanced pedagogy: Supportive and impeding language
awareness and discourse participation phenomena. ReCALL, 32(1), 106–124. https://doi.org/10.1017/
S095834401900017X
Mercer, S. (2019). Language learner engagement: Setting the scene. In X. Gao (Ed.), Second handbook of
English language teaching (pp. 1–19). Springer.
O’Dowd, R., & Ware, P. (2009). Critical issues in telecollaborative task design. Computer Assisted Language
Learning, 22(2), 173–188. https://doi.org/10.1080/09588220902778369
Perttula, A., Kiili, K., Lindstedt, A., & Tuomi, P. (2017). Flow experience in game-based learning: A
systematic literature review. International Journal of Serious Games, 4(1), 57–72. https://doi.org/10.17083/
IJSG.V4I1.151
Peterson, M. (2016). The use of massively multiplayer online role-playing games in CALL: An analysis
of research. Computer Assisted Language Learning, 29(7), 1181–1194. https://doi.org/10.1080/09588221
.2016.1197949
Peterson, M., White, J., Mirzaei, M. S., & Wang, Q. (2020). A review of research on the application of
digital games in foreign language education. In M. Kruk, & M. Peterson (Eds.), New technological appli-
cations for foreign and second language learning and teaching (pp. 69–92). IGI Global.
Philp, J., & Duchesne, S. (2016). Exploring engagement in tasks in the language classroom. Annual Review
of Applied Linguistics, 36, 50–72. https://doi.org/10/1017/S0267190515000094
Pivec, M. (2007). Play and learn: Potentials of game-based learning. British Journal of Educational Technology,
38, 387–393. https://doi.org/10.1111/j.1467–8535.2007.00722
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 1–4. https://doi.
org/10.1145/950566.950567
Reinhardt, J. (2019). Gameful second and foreign language teaching and learning: Theory, research, and practice.
Palgrave Macmillan.
Reinhardt, J., & Sykes, J. (2012). Conceptualizing digital game-mediated L2 learning and pedagogy:
Game-enhanced and game-based research and practice. In H. Reinders (Ed.), Digital games in language
learning and teaching (pp. 32–49). Palgrave Macmillan.
182 Kristi Jauregi-Ondarra and Silvia Canto
Ryan, R., & Deci, E. (2000). Self-determination theory and the facilitation of intrinsic motivation,
social development, and well-being. American Psychology, 55(1), 68–78. https://doi.org/10.1037/0003-
066X.55.1.68
Sadler, R., & Dooly, M. (2016). Twelve years of telecollaboration: What we have learnt. ELT Journal,
70(4), 401–413. https://doi.org/10.1093/elt/ccw041
Swain, M., & Lapkin, S. (1998). Interaction and second language learning: Two adolescent French
immersion learners working together. The Modern Language Journal, 82(3), 320–337. https://doi.
org/10.2307/329959
Sweetser, P., & Wyeth, P. (2005). Game flow: A model for evaluating player enjoyment in games. Computers
in Entertainment, 3(3), 3–24. https://doi.org/10.1145/1077246.1077253
Vygotsky, L. S. (1986). Thought and language. The MIT Press.
Wang, C., Lan, Y., Tseng, W., Lin, Y., & Gupta, K. C. (2019). On the effects of 3D virtual worlds in lan-
guage learning: A meta-analysis. Computer Assisted Language Learning, 33(8), 891–915. https://doi.org/
10.1080/09588221.2019.1598444
Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2020). A scoping review of digital game-based tech-
nology on English language learning. Educational Technology Research and Development, 68(3), 877–904.
https://doi.org/10.1007/S11423-019-09702-2
Yanguas, I., & Bergin, T. (2018). Focus on form in task-based L2 oral computer-mediated communica-
tion. Language Learning & Technology, 22(3), 65–81. https://doi.org/10125/44657
Zeng, G. (2017). Collaborative dialogue in synchronous computer-mediated communication and face-to-
face communication. ReCALL, 29(3), 257–275. https://doi.org/10.1017/S0958344017000118
Ziegler, N. (2016). Synchronous computer-mediated communication and interaction. Studies in Second
Language Acquisition, 38(3), 553–586. https://doi.org/10.1017/S027226311500025X
INDEX