A Systematic Review of Digital Games in Second Language Learning Studies

Frederick J. Poole, Jody Clarke
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引用次数: 16

Abstract

This systematic review presents a definition for digital games within the second/foreign language (L2) learning research field. This definition is used to identify games used in research in the last five years (2012-2017). Forty-nine studies were identified and then summarized by type of research, game genre employed, age, and size of sample populations, and focus of research (vocabulary acquisition, student perspectives, etc.). Next, the research is synthesized by the L2 aspects investigated in each study. Finally, in the discussion section the L2 gaming research field is evaluated and suggestions for future endeavors are provided.
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数字游戏在第二语言学习研究中的系统回顾
本文对数字游戏在第二语言/外语学习研究领域的定义进行了系统回顾。这一定义用于识别过去5年(2012-2017)研究中使用的游戏。根据研究类型、所使用的游戏类型、年龄、样本人口规模以及研究重点(词汇习得、学生视角等),我们确定并总结了49项研究。接下来,通过各研究中调查的第二语言方面对研究进行综合。最后,在讨论部分,对第二语言游戏研究领域进行了评估,并对未来的努力提出了建议。
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