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Blending Video Games Into Language Learning

Published: 01 October 2017 Publication History

Abstract

Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also 'gamers', and that a language learner may play a video game to learn English. This article focuses on the language learning affordances in offline video games. General game-based learning principles identified by Gee are used as the method to identify and classify the learning affordances in a selection of video games. These learning principles are explained and then used to detail general learning opportunities inherent in a variety of video games. It suggests that language learning opportunities on video-games are too varied and that the scaffolding guidance of a teacher might be needed. It concludes by proposing that contextualized live video-game-like immersive experiences could also be conducive to language learning.

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  • (2021)The Effects of Different Caption Modes on Chinese English Learners' Content and Vocabulary ComprehensionInternational Journal of Computer-Assisted Language Learning and Teaching10.4018/IJCALLT.202110010411:4(54-68)Online publication date: 1-Oct-2021

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cover image International Journal of Computer-Assisted Language Learning and Teaching
International Journal of Computer-Assisted Language Learning and Teaching  Volume 7, Issue 4
Oct 2017
178 pages
ISSN:2155-7098
EISSN:2155-7101
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IGI Global

United States

Publication History

Published: 01 October 2017

Author Tags

  1. Blended-Learning
  2. English
  3. Gamification
  4. Language learning
  5. Video Games

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  • (2021)The Effects of Different Caption Modes on Chinese English Learners' Content and Vocabulary ComprehensionInternational Journal of Computer-Assisted Language Learning and Teaching10.4018/IJCALLT.202110010411:4(54-68)Online publication date: 1-Oct-2021

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