Digital Gaming in the Language Classroom
eBook - PDF

Digital Gaming in the Language Classroom

Designing Effective Curricula

  1. 241 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

Digital Gaming in the Language Classroom

Designing Effective Curricula

About this book

This book examines how single-player role-playing digital games can promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms.

As the commercialization of digital games continues to expand and accelerate, some research in digital game-based learning has shifted from creating digital games with pedagogical applications to adopting commercial off-the-shelf digital games for pedagogical purposes. Relevant literature has continually identified massively multi-player online role-playing games (MMORPGs) as a specific genre which may benefit second language acquisition (SLA), primarily through a sociocultural perspective whereby language learners interact with linguistically more capable peers within the context of the game. However, there is a gap in research regarding whether these benefits to SLA are limited to social gameplay mechanics.

Wrobetz addresses this gap in research by using the smartphone edition of the single-player role-playing game (RGP) Life Is Strange in a mixed-methods study, measuring vocabulary acquisition and long-term retention from gameplay relative to controls. The author also examines how the perception of both smartphone gaming as a language-learning tool and the target language culture shifted throughout the study.

This volume helps guide future research in digital games-based language learning to broaden the scope of games identified as being conducive to SLA. It also outlines how to structure formal foreign language curricula around the use of a single-player RPG to achieve the most desirable pedagogical outcomes.

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Information

Year
2026
Edition
1
eBook ISBN
9781350415942

Table of contents

  1. Cover
  2. Half Title
  3. Series Page
  4. Title Page
  5. Copyright Page
  6. Contents
  7. Figures
  8. Tables
  9. Abbreviations
  10. Chapter 1: Introduction to Using Digital Games in Education
  11. Chapter 2: Game and Platform Selection for the Foreign Language Classroom
  12. Chapter 3: Life Is Strange as a Language Learning Tool
  13. Chapter 4: Life Is Strange as an Instructional Medium
  14. Chapter 5: Effects of the Life Is Strange Curriculum
  15. Chapter 6: Considerations of the Life Is Strange Curriculum
  16. Appendices
  17. References
  18. Index

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Yes, you can access Digital Gaming in the Language Classroom by Kevin R. Wrobetz in PDF and/or ePUB format, as well as other popular books in Education & Education Technology. We have over 1.5 million books available in our catalogue for you to explore.