The Role of Massively Multiplayer Online Role-Playing Games in Extramural Second Language Learning: A Literature Review
Abstract
In recent years, digital game-based language learning has gained a
considerable amount of recognition from researchers and educators alike.
Emerging as one of the most popular digital game genres, massively multiplayer
online role-playing games (MMORPGs) have been at the forefront of online gaming
communities and their popularity has stretched/expanded to the pedagogical
field of second language learning. While the relationship between online gaming
and language acquisition is amply documented in various studies, these have
mainly been in controlled and formal contexts (where player/students
participate in gaming sessions observed by a teacher/researcher in a classroom
setting). Therefore, this literature review particularly focuses on the lesser-studied
aspect of digital gaming; namely in extramural settings of digital engagement.
Published within the last six years, journal articles on this subject have been
perused and five have been chosen as part of this overview which does not aim
at discussing the implementation of digital games into curricula but rather at
presenting the sociocultural and collaborative nature of the gaming experience.
This review also draws attention to common treads within the articles and
points at certain niches for improvement.
Keywords
References
- Achterbosch, L., Pierce, R. and Simmons, G. (2008). Massively Multiplayer Online Role-Playing Games: The Past, Present, and Future. Computers in Entertainment, 5(4), Article 9.
- Bax, S. (2003). CALL—Past, Present and Future. System, 31(1), pp.13-28.
- Chen, D. (2015). Gamer Perception of Language Learning and L2 Interaction in MMORPGs. Master's thesis. Utrecht University.
- Chik, A. (2011). Learner Autonomy Development through Digital Gameplay. Journal of Digital Culture & Education, 3(1), pp.30-45.
- Cornillie, F., Thorne, S. and Desmet, P. (2012). ReCALL special issue: Digital Games for Language Learning: Challenges and Opportunities. ReCALL, 24(03), pp.243-256.
- Dörnyei, Z. (2001). Teaching and Researching Motivation. London: Longman.
- Dörnyei, Z. (2014). Researching Complex Dynamic Systems: "Retrodictive Qualitative Modelling" in the Language Classroom. Language Teaching, 47(1), pp.80-91.
- Friedman, A., Hartshorne, R. and VanFossen, P. (2008). The Emerging Role of Synthetic Worlds and Massively Multiplayer Online Role-Playing Games (MMORPGs) in Social Studies and Citizenship. In: R. Ferdig, ed., Handbook of Research on Effective Electronic Gaming in Education. Hershey, PA: IGI, pp.235-250.
Details
Primary Language
English
Subjects
Studies on Education
Journal Section
Review
Authors
Soner Yaşar
*
0000-0001-9418-7299
Türkiye
Publication Date
September 9, 2018
Submission Date
June 25, 2018
Acceptance Date
July 25, 2018
Published in Issue
Year 2018 Volume: 1 Number: 3
Cited By
Target languages, types of activities, engagement, and effectiveness of extramural language learning
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