Exploring the Potential of Video Games in Enhancing Language Learning

Authors

  • Mohamad Farhan Mohd Tap Language Academy, Faculty of Social Sciences and Humanities, 81310 Universiti Teknologi Malaysia, UTM Johor Bahru, Johor, Malaysia
  • Norhanim Abdul Samat Language Academy, Faculty of Social Sciences and Humanities, 81310 Universiti Teknologi Malaysia, UTM Johor Bahru, Johor, Malaysia
  • Tina Abdullah Language Academy, Faculty of Social Sciences and Humanities, 81310 Universiti Teknologi Malaysia, UTM Johor Bahru, Johor, Malaysia

DOI:

https://doi.org/10.11113/lspi.v11.21512

Keywords:

Video games, cooperative learning, technology integration, game-based language learning, immersive tools, mixed-method approach

Abstract

In the past few years, computer games have become popular as immersive language learning tools which help students to improve their language skills. This paper seeks to find out if video games can be used to improve language learning and to see the positive aspects of video games for this task. The participant for this research is based on 58 participants who had taken an English language class at a university in Johor; from which eight volunteers were selected for the interview. In our study we used mixed-method approach, and a survey was carried out by asking students questions about their general perceptions of the usage of video games for learning in the English language as well as getting to know challenges that students are facing while using these games to practice the language. Overall, they had a positive attitude towards video games in an educational environment. The findings highlight the significance of putting technology integration into education since online video games are a very convenient tool in stimulating their active participation learning English and communicative diversity.

References

Akram, H., Abdelrady, A. H., Al-Adwan, A. S., & Ramzan, M. (2022). Teachers’ perceptions of technology integration in teaching-learning practices: A systematic review. Frontiers in Psychology, 13, 920317.

Alamri, A. (2016). Should video games be included in the learning process. International Journal of Education, 8(1), 23-33.

Alamri, W. A. (2018). Communicative language teaching: Possible alternative approaches to CLT and teaching contexts. English Language Teaching, 11(10), 132-138.

Albaqami, R. (2022) The role of playing video games in mastering english as a foreign language among children in Saudi Arabia during the COVID-19 lockdown. Open Journal of Modern Linguistics, 12, 238-264. Doi: 10.4236/ojml.2022.122019.

AlJemely, Y. (2022). Impact of Online Video Games on the Acquisition of the English Language

AlHosni, S. (2014). Speaking difficulties encountered by young EFL learners. International Journal on Studies in English Language and Literature (IJSELL), 2(6), 22-30.

Alrajhi, A. S. (2020). English learners' perceptions of video games as a medium for learning and integration into the English curriculum. Mextesol Journal, 44(4), n4.

Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359.

Clyde, J., & Thomas, C. (2008). Building an information literacy first‐person shooter. Reference Services Review, 36(4), 366-380.

Chang, W. L., Chen, L. M., & Hsieh, Y. H. (2022). Online to offline social interaction on gaming motivations. Kybernetes, 51(12), 3508-3525.

Darihastining, S., Sholihah, I. A., Putri, F. N. A., & Hidayah, A. W. (2019). Online game as media to improve students’ speaking skill. ISLLAC: Journal of Intensive Studies on Language, Literature, Art, and Culture, 3(2), 156-168.

Dina, A. T., & Ciornei, S. I. (2013). The advantages and disadvantages of computer-assisted language learning and teaching for foreign languages. Procedia-Social and Behavioral Sciences, 76, 248-252.

Ebrahimzadeh, M., & Sepideh, A. (2017). The effect of digital video games on EFL students’ language learning motivation. Teaching English with Technology, 17(2), 87-112.

Frederik, D. G., Peter, M., & Jan, V. L. (2010, September). Uncharted waters? Exploring experts' opinions on the opportunities and limitations of serious games for foreign language learning. Proceedings of the 3rd International Conference on Fun and Games. 107-115.

Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American psychologist, 69(1).

Hani, N. A. B. (2014). Benefits and barriers of computer-assisted language learning and teaching in the Arab world: Jordan as a model. Theory and Practice in Language Studies, 4(8), 1609.

Greipl, Simon; Moeller, Korbinian; Ninaus, Manuel (2020). Potential and limits of game-based learning. Loughborough University. Journal contribution. https://hdl.handle.net/2134/13621973.v1

Griffiths, Mark. (2002). The educational benefits of video games. Education and Health. 20. 47-51.

Hwang, W. Y., Shih, T. K., Ma, Z. H., Shadiev, R., & Chen, S. Y. (2016). Evaluating listening and speaking skills in a mobile game-based learning environment with situational contexts. Computer Assisted Language Learning, 29(4), 639-657.

Jabbari, N., & Eslami, Z. R. (2019). Second language learning in the context of massively multiplayer online games: A scoping review. ReCALL, 31(1), 92-113.

Kinzie, Mable & Joseph, Dolly. (2008). Gender differences in game activity preferences of middle school children: Implications for educational game design. Educational Technology Research & Development. 56, 643-663. 10.1007/s11423-007-9076-z.

Köroğlu, Z. Ç., & Kimsesiz, F. (2022). Use of game-based teaching and learning to foster intercultural communication in English language education. Handbook of Research on Fostering Social Justice Through Intercultural and Multilingual Communication, 139-161. https://doi.org/10.4018/978-1-6684-5083-3.ch008.

Mercier, M. & Lubart, T. (2023). Video games and creativity: The mediating role of psychological capital. Journal of Creativity, 33(2).

Moffitt, Matthew. (2016). Role-playing games and second language application. Senior Honors Theses and Projects. 486. https://commons.emich.edu/honors/486.

Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014, June). Gamification of education: a review of literature. International Conference on HCI in Business (pp. 401-409). Springer, Cham.

Pozo, J., Cabellos, B. & Sanchez, D.L. (2022). Do teachers believe that video games can improve learning? Heliyon, 8(6).

Prensky, M. (2001). Chapter 5 Fun, Play and Games: What Makes Games Engaging in M. Prensky, Digital Game-Based Learning. McGraw-Hill.

Rankin, Yolanda & Gold, Rachel & Gooch, Bruce. (2006). Playing for keeps: Gaming as a language learning tool. ACM SIGGRAPH 2006 Educators Program, Siggraph '06. 44. 10.1145/1179295.1179340.

Rudis, D. & Poštić, S. (2018). Influence of video games on the acquisition of the English language. Verbum, 8(8), 112.

Thamarana, S. (2015). A critical overview of communicative language teaching. International Journal of English Language, Literature and Humanities, 3(5), 90-100.

Tinio, V. L. (2003). ICT in education. E-Primers for information economy, society, and policy. [Online]. From http://www.eprimers.org/ict/page2.asp.

Yolanda A. Rankin, Sana Tibi, Casey Kennington, and Na-eun Han. (2021). In-game social interactions to facilitate ESL students’ morphological awareness, language and literacy skills. Proc. ACM Hum.-Comput. Interact. 5.https://doi.org/10.1145/3474706.

Zhu, D. (2012). Using games to improve students' communicative ability. Journal of Language Teaching & Research, 3(4).

Downloads

Published

2024-06-26

Issue

Section

Articles

How to Cite

Exploring the Potential of Video Games in Enhancing Language Learning. (2024). LSP International Journal, 11(1), 29-39. https://doi.org/10.11113/lspi.v11.21512