3D Role-Playing Games as Language Learning Tools
Abstract
Leveraging the experiential cognition and motivational factors of 3D games, we conduct a pilot study that utilizes Ever Quest 2 as pedagogical learning tool for English as a second language (ESL) students. We combine the benefits of massive multiplayer online role-playing games (MMORPGs) and second language methodology to create a digital learning environment for second language acquisition (SLA). Rather than using traditional computerassisted language learning (CALL) software, we explore the immersive, virtual environment of Ever Quest 2 as ESL participants assume virtual identities and engage in social interactions within the game world. We suggest that language becomes a crucial artifact for character development and completion of game tasks in the virtual world. Preliminary results demonstrate that Ever Quest 2 intermediate and advanced ESL students increase their English vocabulary by 40% as result of game play interactions with non-playing characters (NPCs). Furthermore, intermediate and advanced ESL students practice their conversational skills with playing characters (PCs), generating a 100% increase in chat messages during eight sessions of game play. These results lead to the conclusion that MMORPGs can provide motivation and adequate language learning support for intermediate and advanced ESL students.
BibTeX
@inproceedings {10.2312:eged.20061005,
booktitle = {EG Education Papers},
editor = {Judy Brown and Werner Hansmann},
title = {{3D Role-Playing Games as Language Learning Tools}},
author = {Rankin, Yolanda and Gold, Rachel and Gooch, Bruce},
year = {2006},
publisher = {The Eurographics Association},
DOI = {10.2312/eged.20061005}
}
booktitle = {EG Education Papers},
editor = {Judy Brown and Werner Hansmann},
title = {{3D Role-Playing Games as Language Learning Tools}},
author = {Rankin, Yolanda and Gold, Rachel and Gooch, Bruce},
year = {2006},
publisher = {The Eurographics Association},
DOI = {10.2312/eged.20061005}
}