The Role of Massively Multiplayer Online Role-Playing Games in Extramural Second Language Learning: A Literature Review

In recent years, digital game-based language learning has gained a considerable amount of recognition from researchers and educators alike. Emerging as one of the most popular digital game genres, massively multiplayer online role-playing games (MMORPGs) have been at the forefront of online gaming c...

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Published inJournal of Educational Technology and Online Learning Vol. 1; no. 3; pp. 1 - 10
Main Author YAŞAR, Soner
Format Journal Article
LanguageEnglish
Turkish
Published Balıkesir Gürhan Durak 09.09.2018
Subjects
Online AccessGet full text
ISSN2618-6586
2618-6586
DOI10.31681/jetol.436100

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Abstract In recent years, digital game-based language learning has gained a considerable amount of recognition from researchers and educators alike. Emerging as one of the most popular digital game genres, massively multiplayer online role-playing games (MMORPGs) have been at the forefront of online gaming communities and their popularity has stretched/expanded to the pedagogical field of second language learning. While the relationship between online gaming and language acquisition is amply documented in various studies, these have mainly been in controlled and formal contexts (where player/students participate in gaming sessions observed by a teacher/researcher in a classroom setting). Therefore, this literature review particularly focuses on the lesser-studied aspect of digital gaming; namely in extramural settings of digital engagement. Published within the last six years, journal articles on this subject have been perused and five have been chosen as part of this overview which does not aim at discussing the implementation of digital games into curricula but rather at presenting the sociocultural and collaborative nature of the gaming experience. This review also draws attention to common treads within the articles and points at certain niches for improvement.
AbstractList In recent years, digital game-based language learning has gained a considerable amount of recognition from researchers and educators alike. Emerging as one of the most popular digital game genres, massively multiplayer online role-playing games (MMORPGs) have been at the forefront of online gaming communities and their popularity has stretched/expanded to the pedagogical field of second language learning. While the relationship between online gaming and language acquisition is amply documented in various studies, these have mainly been in controlled and formal contexts (where player/students participate in gaming sessions observed by a teacher/researcher in a classroom setting). Therefore, this literature review particularly focuses on the lesser-studied aspect of digital gaming; namely in extramural settings of digital engagement. Published within the last six years, journal articles on this subject have been perused and five have been chosen as part of this overview which does not aim at discussing the implementation of digital games into curricula but rather at presenting the sociocultural and collaborative nature of the gaming experience. This review also draws attention to common treads within the articles and points at certain niches for improvement.
In recent years, digital game-based language learning has gained a considerable amount of recognition from researchers and educators alike. Emerging as one of the most popular digital game genres, massively multiplayer online role-playing games (MMORPGs) have been at the forefront of online gaming communities and their popularity has stretched/expanded to the pedagogical field of second language learning. While the relationship between online gaming and language acquisition is amply documented in various studies, these have mainly been in controlled and formal contexts (where player/students participate in gaming sessions observed by a teacher/researcher in a classroom setting). Therefore, this literature review particularly focuses on the lesser-studied aspect of digital gaming; namely in extramural settings of digital engagement. Published within the last six years, journal articles on this subject have been perused and five have been chosen as part of this overview which does not aim at discussing the implementation of digital games into curricula but rather at presenting the sociocultural and collaborative nature of the gaming experience. This review also draws attention to common treads within the articles and points at certain niches for improvement.
Author YAŞAR, Soner
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SubjectTerms Language Acquisition
Literature reviews
Role playing
Second language learning
Video Games
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