2019
DOI: 10.1111/flan.12388
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Foreign language practice in simulation video games: An analysis of game‐based FL use dynamics

Abstract: Video/digital games have grown into a mainstream language‐mediated activity that attracts millions of foreign language (FL) learners worldwide. While empirical studies have demonstrated that digital game‐based interactions offer valuable opportunities for FL practice and learning (e.g., Sundqvist & Wikström, 2015), little is known about the specific dynamics of FL use that facilitate FL learning. The present exploratory case study examined three Arabic learners’ game‐based FL use when playing the Arabic simula… Show more

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Cited by 11 publications
(23 citation statements)
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References 38 publications
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“…Cai et al ( 2016 ) emphasised that while the use of simulation and serious games for education has been popular, this has mainly taken place in language-learning classes and at the primary and secondary school levels (see e.g. Ibrahim 2019 ; Blume 2020 ; Peterson et al 2020 ). This is despite the fact that López and Cáceres ( 2010 ) suggested a decade ago that the use of virtual games in social science education has to potential to contribute to students’ learning outcomes.…”
Section: Discussionmentioning
confidence: 99%
“…Cai et al ( 2016 ) emphasised that while the use of simulation and serious games for education has been popular, this has mainly taken place in language-learning classes and at the primary and secondary school levels (see e.g. Ibrahim 2019 ; Blume 2020 ; Peterson et al 2020 ). This is despite the fact that López and Cáceres ( 2010 ) suggested a decade ago that the use of virtual games in social science education has to potential to contribute to students’ learning outcomes.…”
Section: Discussionmentioning
confidence: 99%
“…Ba'alty [137] Educaplay [95] English Extras in Business with A, An, and The [83] LearningApps.org [125] Escribo Play and Learn [50] Socrative [133] Practice Spanish: Study Abroad [97] Phrasal Nerds [96] Liulishuo [106]…”
Section: Name Of Game Papersmentioning
confidence: 99%
“…But potentials are not translating into practice. As Ibrahim (2019) writes, that although extracurricular gaming offers both cognitive and affective benefits, it "cannot replace truly interpersonal communicative experiences within and beyond the classroom" (p. 354). It is also worth noting that for the amount of research done on MMORPGs (Newgarden & Zheng, 2016;Rama et al, 2012, the practical application of this study for teachers is negligible.…”
Section: Dgbll Is Not Teaching-focusedmentioning
confidence: 99%