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We selected AA for this current research for a number 3.1. Trial experiment
of reasons: AA provides hours of dialog that teach real-
world skills—it taught a man the first aid he performed to Eight subjects (three Taiwanese undergraduate
save a life [21]; AA is authentic—it has been one of the students, 1=M and 2=F; two university exchange students
top ten most popular FPS games for seven years as from France, 2=F; and four Taiwanese high school
tracked by GameSpy.com; AA is customizable—it comes students, 4=M) were recruited to participate in the trial
with a Mission Editor; and AA is affordable—it is a free- experiment. All participants had studied English for at
for-download game. We propose an off-the-shelf video least six years. All participants expressed a desire to
game as a source of authentic, engaging, dynamic input improve their English ability at the time of their
for non-native speakers of English. recruitment.
The trial experiment was comprised of five sessions; in
2. Research Questions each, one to three students were guided by a teacher
through AA training modules. Direct instruction was not
The main aim of this study was to explore possibilities given, but subjects were told they could receive just-in-
that games, with assistance from English language time assistance on demand. Observations were made by a
instructors, can afford for EFL learning. We constructed researcher in a non-teaching role, and screen-captures and
three research questions to focus our exploration of the video were recorded for subsequent analysis. After
possible potentials of AA for foreign language completion of a module of AA training, participants were
acquisition: interviewed, with probing and follow-up questions for a
1. What should a teacher do using AA in a deeper understanding of beliefs and feelings.
Taiwanese EFL environment?
2. How do students feel about using video games, 3.1.1 Trial Experiment: Results. Students expressed that
especially AA, for learning English? they felt it was possible to improve their English in a
3. Can AA increase the listening comprehension of class using America’s Army. The most revealing finding
EFL learners in Taiwan? of the trial experiment was in response to the open ended
question: “How could a teacher help you to learn more
English from a class using America’s Army?” All
3. Experimental Methods and Results
participants shared an assumption that vocabulary lists
should be first priority. Such a glossary was created and
The two experiments that appear in this paper were
utilized in one condition of the second experiment.
conducted as part of an ongoing investigation of
Responses given in interviews were used to generate the
computer games for learning. Two researchers involved
questionnaires used in the second experiment.
in this study were experienced EFL teachers, and they
During one-to-one sessions students were observed to
served as the instructors. Students at our university have
interact more freely with the researchers, asking questions
intermediate to advanced English abilities, and are
and shouting out unknown vocabulary more frequently.
During paired play, it was determined that headphones signed up and participated in only a single session.
were required to prevent interference with the other Blocking was employed to ensure that conditions were
student's game play, to allow students to concentrate on balanced: Equal numbers of students from the prominent
the spoken dialogues in the game. During paired play, groups were assigned to each of the conditions. In other
students appeared to be more isolated, directing their words, like numbers of males and female, like numbers
questions to each other more often than to the researchers. from different departments and like numbers from each
recruitment method were assigned to each of the two
3.2. Second experiment conditions.
The activity flow was as follows. Subjects were first
For this second phase of the study, twenty-nine administered a listening comprehension pre-test for 10
(17=M; 12=F) non-English major graduate and minutes. Next, subjects were randomly separated into an
undergraduate students from a national research instruction group, either for vocabulary or for game
university in Taiwan were recruited to participate. The tutorial, in which they were given 10 minutes of
uneven ratio of male to female in this study reflects the instruction by one of the two teachers. After instruction,
population of the engineering university that the subjects were brought back together and completed the
participants attend. Non-English majors were recruited to initial AA training module in 30 minutes—subjects who
represent average EFL learners in Taiwan All participants finished before the other students were asked to repeat the
had studied English for at least six years. All participants module for additional practice until everyone had
expressed a desire to improve their English ability at the completed play.
time of their recruitment. Throughout game play teachers circulated about the
The trial experiment began to answer our first two classroom providing help to all students and answering
research questions, but the third—regarding listening questions. Following the completion of the initial training
comprehension—was yet unaddressed. Our second module by all students, students were given the chance to
experiment was designed to explore more deeply what complete another AA training module for an additional
was revealed in the trial experiment and to begin to fill in 10 minutes as a distracter. At the conclusion of game
the gaps. Listening is perhaps the most difficult language play, subjects were administered a web browser based
skills to assess [19]. To investigate our third research listening post-test for 10 minutes. Finally, they were
question, twenty short one or two sentence audio samples given an additional 10 minutes to complete a paper-and-
were randomly drawn from the initial AA training pencil questionnaire that contained both qualitative and
module, paired with matching multiple-choice questions quantitative questions. Actions of participants were
created by one of the researchers based on Brown’s [19] observed and videotaped throughout the activity.
paraphrase recognition standards listening assessment.
Each web-based listening pre- and post-test was 3.2.2 Second experiment: Results. Similar listening
comprised of ten questions, randomized: each participant comprehension abilities were found for both groups (See
answered a question once, either in a pre- or post-test. Table 1). Statistical analysis using a t-test revealed no
significant difference between pre- and post-test scores
3.2.1 Second experiment: Methods. Subjects were for subjects (p<.05). Despite an apparent small
randomly assigned to one of two conditions: Those who improvement in listening comprehension scores in the
received instruction covering the glossary of important game tutorial group, we note no significance was found.
terms (vocabulary group) and those who received
instruction in how to move and navigate though an AA Test of Listening Experimental Condition
training module (game tutorial group). The ten Comprehension
Vocabulary Game Tutorial
vocabulary terms presented to the vocabulary group were
words that were used repeatedly in the initial AA training Mean S.D. Mean S.D.
module and appear on the academic word list (a list of (%) (%) (%) (%)
570 words frequently found in academic English Pre-Test 47.33 20.82 43.57 15.98
language texts [2]). The AA training module presented to
the game tutorial group was not the initial training Post-Test 47.33 22.52 47.86 21.19
module that was used to generate both the vocabulary * p < 0.05
word list and the listening tests. Table 1: Vocabulary condition Pre- and post-test
The two teachers took turns, teaching either the
Qualitative data collected from the questionnaires
glossary or training modes in four different teaching
indicate that subjects had a positive attitude towards
sessions of AA, such that each condition was taught by
learning English through a game-based approach.
each teacher an equal number of times. Each subject
Subjects compared their learning of English through when utilizing authentic materials for a classroom.
games to that of virtual movies, most likely because of Future research in this area of game-based language
the interactive features of AA. Most students rated their learning should seek to account for the active role that
English ability as being poor. Furthermore, the majority culture plays in language acquisition.
of students felt that the support of an instructor was For playing a game to become a learning process, the
necessary throughout the game play. They felt that it teacher’s role—to promote analysis and reflection—is
would be difficult for them to be successful in the game very significant [23]. In our study, though requiring
without an instructor to help with problems. additional preparation time to prepare tests and short (ten
Many students wrote it was difficult to follow the minute) lessons, the teaching load was relatively
instructions given by the virtual characters because the moderate. An improved method of just-in-time help may
rate of speech was too fast and they were unfamiliar with be beneficial for students if, especially to prepare students
the subject area: military English. Some students for virtual characters with fast paced speech. We are left
responded it was difficult to interact inside the simulated with the impression that it is feasible to use the dialogue
world; some had difficulties with the training module. in computer games for language learning.
Some students complained about eye strain. Educators of all domains hope students spend an
Overall, most males expressed that they felt the game abundant amount of time practicing and studying the
was fun and interesting, whereas many female subjects content. Game-based learning advocates must recognize
stressed a general lack of interest in FPS games, evidence that extended gaming can possibly lead to eye strain or
that a broad group of students may lack motivation to headache, a point that future designers for game-based
play games from the military genre. learning should take into consideration—preventing
students from focusing on one area of the screen for too
4. Discussion long while also requiring students to alternate between
game play and breaks is a necessity.
The debate on whether authentic materials should be
used in the second and foreign language classrooms
continues to be a concern for educators [7][18]. One thing
that most educators seem to agree is that whether
authentic or modified, materials should be targeted
according to the comprehension levels of the learners
[2][20]. Future research on off-the-shelf games for
language learning should take this into consideration
matching learners’ abilities to games at the appropriate
ability level. Locating games with appropriate content for
mature learners with low English abilities is an ongoing
challenge—one that could be overcome if more game
designers became more aware of the enormous market of
language learners.
Playing video games will prepare students for social
participation. It is common for groups of friends to play
video games in their leisure time. Computer games can
provide a natural bond for foreign language learners who Figure 2. Medic training in a simulated
would like to become friends with native speakers. classroom in America’s Army.
However, playing and talking about these games requires
a particular frame of reference, a different set of Even though AA was initially chosen because it was
vocabulary than is generally taught in the language successful in teaching someone CPR without real-world
classroom. By bringing video games into the forefront of instruction [21] (see Fig. 2), the determination of games
an elective language course, students will learn language that better appeal to a female audience should be
from in-game dialogues and textual prompts as well as explored. Although students in our study are mature
learning to talk about the games in English. enough to understand the difference between real world
The role of Asian culture likely played a part in our and simulated worlds, AA involves shooting of firearms:
students’ poor self-perception of their English abilities. this type of game play may not be suitable all ages.
Subjects may simply not be familiar with American We worked under an assumption that paying attention
military culture and thus performed poorly. Past research to instructional aspects of the game is important to
[4] has indicated that the teaching of culture is essential learning. This assumption was echoed in the responses
made by participants; however, future research should
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believe properly designed activities for simulated worlds 2001.
in the classroom is a promising direction for learning,
which can result in dramatic improvements to a [14] J.P. Gee, What Video Games Have to Teach us About
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and Language Learning in a Military Video Game,”
video games provide a window onto the world, a resource
Proceedings of the 6th Digital Arts and Culture
that can and should be tapped for learning.
Conference, 2005.
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