#2729

Computer Assisted Language Learning General Research-Oriented Presentation

Students’ (mis?)perceptions about in-class digital game-based learning

Sun, Jul 10, 11:45-12:10 Asia/Tokyo

Location: C11 : C11

Research in computer-assisted language learning has drawn attention to the potential of digital games for language learning and teaching. Even games designed purely for entertainment purposes may contribute significantly to second-language acquisition (Peterson, 2013; Reinhardt, 2019). In this presentation, I will discuss findings from a mixed-methods research project investigating the attitudes of Japanese university students towards digital game-based language learning (DGBLL). A game component was introduced into six separate English communication classes in which learners played a cooperative digital puzzle game in small groups for 15 to 30 minutes per class over a period of 10 weeks. Pre- and post-intervention surveys were administered to gather demographic data and to understand learners’ attitudes towards this pedagogical approach. After the final play session, three learners from each class also participated in a semi-structured focus-group interview. Analysis of the survey data (N = 112) reveals that in general, learners held positive attitudes towards DGBLL and that these positive attitudes were stronger after the game-based learning intervention. However, analysis of the interview data suggests considerable ambivalence towards the approach. While recognising the potential of digital games to facilitate SLA, many learners also seem to view them as a distraction from “serious” and “proper” language learning.

  • Michael Hofmeyr

    I teach academic discussion and debate courses to engineering students at Tokyo University of Science. The focus of my current research is on practical applications of AI for language learning purposes. I am also interested in how high-engagement teaching approaches such as game-based language learning can strengthen motivation and learning outcomes.