{"title":"Interaction games to boost students’ engagement in foreign language\n virtual exchanges: the case of virtual worlds and\n video-communication","authors":"Silvia Canto, Kristi Jauregi-Ondarra","doi":"10.14705/rpnet.2021.54.1306","DOIUrl":null,"url":null,"abstract":"Game-based learning is gaining popularity in language education. For the\n present study, three games were developed with a central focus on\n intercultural interaction to be played internationally in dyads or small\n groups using Video-Communication (VC) tools or a Virtual World (VW). The\n interactions were carried out in Spanish as a Lingua Franca (LF) between 32\n university students over a period of three weeks. Different sources of data\n were gathered in order to study how games, played in an intercultural\n setting in VWs and VC, influence or not key affective variables in language\n learning. Initial results of the final questionnaires show that the\n interaction games did boost students’ engagement in virtual exchanges, but\n results were more promising for the VC than the VW condition.","PeriodicalId":350173,"journal":{"name":"CALL and professionalisation: short papers from EUROCALL 2021","volume":"75 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"CALL and professionalisation: short papers from EUROCALL 2021","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14705/rpnet.2021.54.1306","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Game-based learning is gaining popularity in language education. For the
present study, three games were developed with a central focus on
intercultural interaction to be played internationally in dyads or small
groups using Video-Communication (VC) tools or a Virtual World (VW). The
interactions were carried out in Spanish as a Lingua Franca (LF) between 32
university students over a period of three weeks. Different sources of data
were gathered in order to study how games, played in an intercultural
setting in VWs and VC, influence or not key affective variables in language
learning. Initial results of the final questionnaires show that the
interaction games did boost students’ engagement in virtual exchanges, but
results were more promising for the VC than the VW condition.