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BATANGAS STATE UNIVERSITY

COLLEGE OF ARTS AND SCIENCES


Pablo Borbon Main I, Batangas City

Game-based Language Learning

Introduction

Throughout the years as digital age arises, technology permeates

every domain of our lives. Therefore, school systems worldwide are

likewise in a phase of development where tensions between old and new

models of schooling are becoming more apparent, creating new demands

upon teachers as agents of change (Eichhorn, et al., 2015). These

demands include modernizing and creating innovative teaching and

learning practices into student competencies.

In combination with a growing diversity of platforms and player

configurations, new narrative forms and distinct game genres have

developed as new forms. Game-based learning an emergent pedagogy

developed by faculty in the Center for Academic Innovations at the

University of Michigan. It is an approach to learning and assessment that

supports positive learner engagement within a context of personalized and

autonomous learning. Instructional use of game in learning is intended to

encourage learners to engage deeply with course content, take risks, and

be resilient while working towards academic success (Holden, et al.,

2014). With the growing interest in digital games, coupled with rapid

technological advancements, created what is unquestionably one of the

most inventive, fast-moving, complex media enterprises currently in


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existence. It has achieved notable success in many areas such as


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commercial entertainment and marketing (Seaborn & Fels, 2015), and it

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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

was anticipated to be widely adopted in universities and schools in 2-3

years according to the Horizon Reports for K-12 and higher education.

This monograph focuses to discover the effectiveness and usage of

game base language learning framework in achieving specific curricular

goals. It also aims to explicate the behaviors, practices, and cultures of

games as sociologically significant contexts for learning. Moreover, this

encourage interdisciplinary collaboration between Second Language

Acquisition (SLA), game design, and learning specialists to develop

effective L2 learning games through a systematic approach that involves

game analysis, game integration, and consideration for conditions within

the teachers’ context that would impact the success of facilitating learning

with games (Shah & Foster, 2015). It will also identify and discuss some

recent developments and point to possible future opportunities.

Research one expounds the use of games for language learning and

the it’s challenges and opportunities. This study was designed to advance

knowledge in the area of digital gamed-based language learning with

particular attention to two issues: the recent emergence of digital gaming

as a substantive and diverse context for intercultural expression and the

pedagogical shift that most games illustrate from models of learning based

on information presentation and toward theories of human development

that emphasize engaged problem solving, collaboration, and social

interaction. This study will benefit EFL practitioners which includes the

teachers and students.


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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

Research two explains and highlight that games are effective tools

when devised to explain vocabularies. It also discusses the importance of

using games in teaching vocabulary and the strategies to use it. In

addition, it investigates the practical implications of using games to teach

language that includes the implementation of vocabulary games and some

examples of games that could be used to teach vocabulary to children.

And finally, it examines challenges teachers face when teaching

vocabulary using games to young learners.

Research three illustrates the benefits of facilitating game-based

learning through language use and Communication in ESL/EFL

classrooms. In addition, this endeavor shows the application of Game

Network Analysis (GaNA) or in a sample lesson plan focusing on the

incorporation of the online version of the classic Monopoly game to teach

new vocabulary and improve English language learners' communicative

skills. GaNA is combination of frameworks that allows teachers to

implement game-based learning for achieving specific curricular goals

through a systematic approach that involves game analysis, game

integration, and consideration for conditions within the teachers’ context

that would impact the success of facilitating learning with games (Shah &

Foster, 2015). The study concludes with recommendations for EFL and

ESL researchers and educators who are interested in examining and using

games for language learning.

Gameplay is related to learning, focusing primarily on game literacy


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as a kind of new media literacy practice that may inculcate dispositions


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and abilities that are relevant to other learning and problem-solving


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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

situations (Steinkuehler, 2007). Jesse Schell (2008) defines a game as

fulfilling 10 requirements. These include technical specifications such a

game must have rules, a way to progress, challenges, and be a closed

system. Other requirements are that the game should be engaging and

create its own internal value. This applies in particular when it is a question

of learning as a result of learning processes in which learning is seen as a

difference or change in relation to what has been learned in the past (Illeris

2006). Ian Bogost (2007) has described the use of games for documenting

historical and cultural events, as designed experiences that heighten

humans’ capacity for empathy, and as spaces for artistic and political

engagement.

The elements of game play a role in involving the gamer in learning

and acquiring different knowledge at the same time in a semi- authentic

context, and in a non- systematic way promoting the autonomy of learning

(Chik, 2014). One of the aspects of knowledge gained from video games is

second language learning and acquisition. The application of computer

games to language teaching and learning started from the focus on drills,

grammar explanations, translation tasks and shifted to communicative

contexts, task-based and project-based approaches. The gaming process

requires such actions as solving a puzzle, conversing with people, reading

a map where a player is an active agent experimenting with a digital world

that provides rich and varied language input and often combines visual

cues, a text, spoken language and a particular context.


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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

II. Literature Review

The first research was entitled Digital games for language learning:

challenges and opportunities. This was studied by Frederik Cornillie,

Steven L. Thorne and Piet Desmetin 2012. This study highlights different

trends and issues concerning the employment of games-based learning.

These issues are the following:

Defining ‘digital game-based language learning’ (DGBLL)

A game was defined as a system in which players engage in an artificial

conflict, defined by rules, that results in a quantifiable outcome (Salen and

Zimmerman 2004). Games can also be distinguished from simulations.

Although the precise relationship between games and simulations remains

a debated issue, an essential difference is often that the former

emphasizes figured social worlds and immersive storylines while the latter

focus on discrete and bounded scenarios and tasks (Tobias & Fletcher,

2011). The game-based learning provides the implementation of computer

games that include an identifiable teaching presence specifically for

improving some aspect of language proficiency. a game can be set apart

from ‘‘authentic communicative activities, which relate to the real world and

formal language practice, which relates to the world of the classroom.

1.1 Typologies of Digital Game-based Language Learning’ (DGBLL)

This study takes a thematic approach and categorizes games on the basis
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of types of play that are possible. These includes the actions a player

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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

needs to carry out, and the attendant opportunities for language learning

like receiving meaningful input, reading and exposure to language,

producing language in interaction with others, etc. it is useful to consider

the different functions gaming may have in the overall development of

educational software applications. In addition to complete and immersive

games as stand-alone environments, examples include the use of game

mechanics for navigation between parts of an application, a game-based

competition component to an otherwise non-game-like application, game-

based dynamics used for the delivery of content, and game-like reward or

incentivization structures. This research suggests that game elements may

be usefully considered within the broader ecology of courseware design

and development.

In a systematic review of the literature on game-based learning,

Vandercruysse, Vandewaetere and Clarebout (2012) identified seven such

‘game elements’ with their presupposed benefits.

Table 1
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Game elements with their Presupposed benefits.

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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

This will certainly help to designed video games that will educate

players. A well-designed video games certainly focus on well-ordered

problems, provision of suitable resources for solving complex problems, a

reduction in the cost of ‘failure’ and reciprocally, support for risk taking and

seeking alternative solutions, an emphasis on performance over

competence, and copious and continual feedback.

1.2 Learners’ perceptions of DGBLL

This position stresses the critical factor of learners’ perceptions in

language learning using game-based learning with specific attention to the

intrinsic pleasure inherent in play. This only shows that the kind of

outcomes and goals that learner’s value are highly individual and it

depends strongly on learners’ perceptions of themselves. The learners’

goal orientation is seen to involve performance goals and mastery or a

combination of both these.

2 Research on digital games for language learning: an emergent field

Some of the classified studies as ‘design’ were conducted to gain a

better understanding of the gaming world and how it will focus on second

language acquisition. This only shows and identified that this pedagogy

takes a teacher-centered perspective and reflects the evaluation or

implementation of games in the context of classroom language learning.

As stands to reason, some studies were found to focus on multiple

dimensions, in which case the predominant research type was chosen as


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the classifying element.


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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

Table 2 shows the proportional relations between these research types

arranged by time period.

Table 2

Number of studies arranged by time period and research type

First, the number of publications has soared in the last decade,

though we note that this trend would benefit from being contextualized

against the total number of publications for each time period. Second, we

note that CALL research on games has always been proportionally

focused on design issues. The proportionally high number of design-based

studies suggests that there may be fertile ground for the advancement of

tutorial tools as embedded elements within gaming environments. A third

visible trend is that empirical studies, both experimental and non-

experimental, have proliferated in the past decade. It is this emphasis on

the empirical investigation of gaming environments that we have


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encouraged with the planning and organization of this special issue, the
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contents of which are described below.

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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

The recent emergence of employing game-based language learning

and the pedagogical shift that most games illustrate from models of

learning based on information presented, possess the relevance and

positive relationship between games in language development.

The study of Alawi A. Al- jifri &Tariq Elyas ( 2017) which is entitled

The Impact of Video Games in the Acquisition of English Language: The

Case of Saudi Youths intends to explore the impact video games have on

video gamer’s second language and it deals with a literature review of

teaching English vocabulary to young learners using games. It also shows

the ways and methods they adopt in acquiring the language through video

games.

The main idea of video games was playing in a virtual environment

presented through two-dimensional graphics that are primitive and

outdated compared to the highly advanced games of recent years. The

common misconception among people is that video games are made for

“entertainment” only however this game -based approach was grounded in

understanding the role of games in supporting learning.

Statement of the Problem (Alawi A. Al- jifri &Tariq Elyas 2017)

The research address the impact of using video games on the

acquisition of the English language of five young male- adults in Jeddah,

Saudi Arabia, who command an advanced level of English, associating it


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to the constant exposure to video games, what ways and methods did they
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use to understand the language, that is English, and to understand

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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

whether these individuals mastered the language via video games

naturally or systematically.

The following research question guided this study:

1) How did video games impact English as a second language of five

male Saudi video gamers?

2) What ways and methods did these Saudi individuals, as video gamers,

adopt to acquire the second language while playing video games?

3) Are these ways and methods natural or systematic?

Results and Discussions (Alawi A. Al- jifri & Tariq Elyas 2017)

Using interview in collecting data and interpretive paradigm to

interpret the collected information, results were segmented into three main

Pillars based on the principles of three out of five hypotheses that

constitute the theory of Krashen’s Monitor Model or Theory of SLA:

The Acquisition- Learning Hypothesis Krashen (1982, as cited by

Mitchell & Myles, 2004)

This elaborated on the difference between acquisition and learning,

and that is acquisition is a natural process, while learning is classroom-

governed.

a. It was found that respondent 1,2 and agree that “killing time” was

a major reason that initiated them to play video games, and


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respondent 2 as well as 3 added that they wanted to have “fun”.


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Respondent 4 said that “getting a PlayStation is much easier than

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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

travelling to Disney land”, meaning that access to sources of fun

and entertainment were limited during their childhood, and video

games compensated for that lack of entertainment- resources.

Respondent 3 said that he usually tries to guess the meaning of

unfamiliar word in the context while playing a game, while

respondent 5 refers to dictionary. It is clear then, that the

interaction with the game’s language is stemming from a natural,

and ungoverned motives inside the player’s mind that is pushing

him to learn the language as a means to achieve an end, and

that end is the “euphoric” feel a player savors after completing the

game or defeating an enemy.

Table 3

The Input Hypothesis

This is the core of Krashen’s theory and after which his theory was

named. The Input Hypothesis is heavily reliant on what Krashen (1982)

called comprehensive input. Comprehensive input refers to the amount of

linguistic addition of the second language on the learner’s current linguistic

state. Krashen used the i+1 symbol to explain the learner’s current input “i”
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, and the new one “+1”. The more the learner’s input of the second tongue
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

expands, the greater the number is, i.e. moving from +1 to +2 to +3 and

etc. Two other notions were associated to this hypothesis:

First, when a learner starts speaking the language, this means

speaking is the outcome of the input, and not a cause.

Second, if the input is comprehended and enough amount of

linguistic data is provided, the learner will naturally acquire the necessary

grammar. (Mitchell & Myles, 2004, p.165):

b. The greater the game’s quality is, the greater the player’s

involvement in the game would be, and if the game’s quality is great

enough, it will prompt the gamer to play it again. Then the recurrence of

the game’s game play which results in an increase of the comprehensive

input will take place, and finally, the game related complementariness such

as online forums, magazines, walkthroughs and game dedicated websites

where extra information pertaining to that game’s world is provided,

resulting in a greater level of comprehensive input that surpasses the

game’s language and enables the gamer to learn how to “ troll at forums.

Reading the game’s manual and go over a game’s walkthrough to learn

how to reach the next level, giving the gamer a good chance of exposing

oneself to how to write essays and reviews of different kinds.

The Affective Filter Hypothesis

It is the position that there is “a mental block that prevents acquirers

from fully utilizing the comprehensible input they receive for language
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acquisition”
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

c. the gamers are playing the game out of their own free “will”

without any kind of anxiety or lack of self- confidence taking place. It was

understood that the “affective filter” is at its lowest while the players are

involved with their game, and the process of the gamers’ acquisition of

English as a second language is occurring without obstruction.

In the study of Foster, A. et al. (2017) which is entitled Facilitating

Language Use and Communication in ESL/EFL Classrooms through

Game-Based Learning focuses on the positive impact of video games on

language learning. This research demonstrates the application of game to

teach new vocabulary and improve English language learners'

communicative skills. It also concludes with recommendations for EFL and

ESL researchers and educators who are interested in examining and using

games for language learning.

The language learning and games have been viewed as tools for

enculturation. The most powerful way of learning a language is by

immersing oneself in a culture where the target language is constantly

used for the purposes of interaction, negotiation of meaning, and

socialization.

Application of GaNA in the Context of Language Learning

The main objective of the lesson was to teach business-related

vocabulary and concepts, while create opportunities for collaboration,

learner engagement, and communication in the target language. An online


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version of the classic Monopoly game was chosen for this purpose.
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Content, Technology, and Pedagogy

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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

Monopoly is a real-estate board game reflecting the contexts of

economy and business. The main goal of the game is to purchase property

and to remain financially solvent while trying to make the opponents go

bankrupt. The game content provides a meaningful and authentic context

for language students to learn business-related words and concepts and to

practice them in group discussions and negotiations. Shanklin and Ehlen

(2011) support this view by indicating that Monopoly allows for simple

representation of concepts and makes it easier for learners to grasp the

difference between certain economic and business definitions of terms.

From the pedagogical perceptive, the Monopoly game provides the

teacher with an opportunity to create curricular activities which are based

on meaningful inquiry, communication, construction, and expression

(ICCE). This shows that through Monopoly game play, the teacher can

situate and facilitate learners’ inquiry and communication processes in the

contexts of business and economy.

Results and Discussions

A lesson plan implemented in an English language class with eight

high-school students in Yerevan, the capital city of the Republic of

Armenia. For all the participants, English was a foreign language, and their

English language proficiency level ranged from pre-intermediate to

intermediate. Based on the teacher’s observations, in-class discussions,

and informal interviews with the participants after class, all the students

enjoyed playing the game. The teacher reported that the students were
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engaged in active discussion and negotiation in the target language during


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the game play. In addition, the follow-up activities provided ample


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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

opportunities for practicing the target vocabulary in meaningful discussion

and reflection.

Conclusion

In this monograph, advantages and potentials of game-based

learning as new pedagogy in learning language was explained and

showcased. Through implementing this new pedagogy learners will have

exposure to the target language, increased engagement and enhance the

learner’s involvement in communication. English languages can become a

necessary tool to master the game content and strategies, to engage in

meaningful inquiry, active discussion and reflection within and beyond the

game play especially now that emergence of digital gaming is very

apparent and substantive. This diverse context for intercultural expression

and the pedagogical shift that most games illustrate based on information

presented and toward theories of human development will emphasize and

engage problem solving, collaboration, and social interaction of learners.

Therefore, this type of situation will definitely enhance the student

communicative skills using English as their medium of communication. In

addition, educators of language will also be benefited by this approach. It

will offer teachers an opportunity to create curricular activities which are

based on meaningful analysis, communication, creation, and expression.

However, there are certain limitations such as the fact that high interactivity

may hinder the vocabulary acquisition and learning, not all games are

useful for language learning, or a lack of knowledge about computer


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games among language teachers and institutions may hinders their proper
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

use that why further studies and modification is still needed to meet the

desired learning objectives of every individuals.

References:

Alawi A. Al- jifri & Tariq Elyas (2017). The Impact of Video Games in the

Acquisition of English Language: The Case of Saudi Youths. A Case

Study: English Language Institute & European Languages

Department, King Abdulaziz University

Bogost, I. (2007) Persuasive games: The expressive power of video

games. Cambridge Massachusetts, MIT Press

Chik, A. (2014). Digital gaming and language learning: autonomy and

community. Language Learning and Technology, 18(2), 85- 100.

Retrieved from http://llt.msu.edu/issues/june2014/chik.pdf

Eichhorn, K. et,al (2015) Education and Information .Preparing teachers

for schooling in the digital age: A meta-perspective on existing

strategies and future challenges. Retrieved from

https://link.springer.com/article/10.1007/s10639-015-9431-3

Foster, A. et, al (2017) Facilitating Language Use and Communication in

ESL/EFL Classrooms through Game-Based Learning. A Case

Study: Drexel University, United States

Frederik Cornillie, Steven L. Thorne and Piet Desmet (2012). ReCALL

special issue: Digital games for language learning: challenges and

opportunities. ReCALL, 24, pp 243-256 doi:10.1017/


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S0958344012000134
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BATANGAS STATE UNIVERSITY
COLLEGE OF ARTS AND SCIENCES
Pablo Borbon Main I, Batangas City

Holden, C., & Sykes, J. (2011). Leveraging mobile games for place-based

language learning. International Journal of Game-Based Learning,

1(2), 1–18.

Krashen, S. D. (1991). Second Language Acquisition and Second

Language Leraning. Pergamon Press.

Mitchell, R., & Myles, F. (2004). Second Language Learning Theories

Second Edition. London: Hodder Education.

Salen, K. and Zimmerman, E. (2004) Rules of Play: Game Design

Fundamentals. Cambridge: MIT Press

Shah, M. & Foster, A. (2015). Developing and Assessing teachers’

knowledge of game-based learning. Journal of Technology and

Teacher Education, 23(2), 241-267. Chesapeake, VA: Society for

Information Technology & Teacher Education.

Shanklin, S. B., & Ehlen, C. R. (2011). Using the Monopoly Board Game

As An Efficient Tool In Introductory Financial Accounting Instruction.

Journal of Business Case Studies (JBCS), 3(3), 17-22

Tobias, S. and Fletcher, J. D. (2011) Introduction. Computer Games and

Instruction. Charlotte: Information Age Publishing, 3–15.


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