A Review of Research on the Application of Digital Games in Foreign Language Education

M. Peterson, Jeremy White, Maryam Sadat Mirzaei, Qiao Wang
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引用次数: 15

Abstract

The use of digital games represents an expanding domain in computer-assisted language learning (CALL) research. This chapter reviews the findings of 26 learner-based studies in this area that are informed by cognitive and social accounts of SLA. The analysis shows that massively multiplayer online role-playing games (MMORPGs) are the most frequently investigated game type and the majority of studies involved EFL learners in higher education. Mixed methods were the most frequent research tool utilized by researchers. Limitations of current research include the preponderance of small-scale experimental studies that investigated only a limited number of factors. Although the research is not conclusive, findings indicate that game play facilitates collaboration, the production of target language output, vocabulary learning, and reduces the influence of factors that inhibit learning. This chapter concludes by identifying promising areas for future research.
数字游戏在外语教育中的应用研究综述
数字游戏的使用代表了计算机辅助语言学习(CALL)研究的一个不断扩大的领域。本章回顾了这一领域26项基于学习者的研究结果,这些研究都是基于对二语习得的认知和社会解释。分析表明,大型多人在线角色扮演游戏(mmorpg)是最常被调查的游戏类型,大多数研究涉及高等教育中的英语学习者。混合方法是研究人员最常用的研究工具。目前研究的局限性包括小规模实验研究的优势,只调查了有限数量的因素。虽然该研究尚未得出结论,但研究结果表明,游戏有助于合作、目标语言输出和词汇学习,并减少了抑制学习因素的影响。本章最后确定了未来研究的有希望的领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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