{"title":"Contextualized Game-Based Language Learning: Retrospect and Prospect","authors":"Lu Yang, Rui Li","doi":"10.1177/07356331231189292","DOIUrl":null,"url":null,"abstract":"While studies of contextualized game-based language learning (CGBLL) have to date gained a growing scholarly interest, there is still a lack of systematic review synthesizing its research trends regarding theoretical foundations, learning contexts, research foci and findings. To address the gap, this study collected data from the Web of Science (WoS) and reviewed a total of 82 Social Science Citation Index (SSCI) articles pertaining to CGBLL based on the proposed inclusion and exclusion criteria. The results revealed that most CGBLL studies were based on social frameworks, including situated learning and socio-cultural theory. Most learning activities were carried out in a local community. Language skills and learner perceptions were the two main research foci. The results also revealed that CGBLL not only improved students’ language performance and perceptions, but also promoted interaction and collaboration, knowledge transfer, autonomy and self-regulation, and higher-order thinking skills. In addition, technical issues, high cognitive load, difficult game tasks, the lack of user guide and explicit game instruction were the major challenges. Based on the results, implications have been made for teachers, designers, and researchers.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"144 1","pages":"0"},"PeriodicalIF":4.0000,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Educational Computing Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/07356331231189292","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
While studies of contextualized game-based language learning (CGBLL) have to date gained a growing scholarly interest, there is still a lack of systematic review synthesizing its research trends regarding theoretical foundations, learning contexts, research foci and findings. To address the gap, this study collected data from the Web of Science (WoS) and reviewed a total of 82 Social Science Citation Index (SSCI) articles pertaining to CGBLL based on the proposed inclusion and exclusion criteria. The results revealed that most CGBLL studies were based on social frameworks, including situated learning and socio-cultural theory. Most learning activities were carried out in a local community. Language skills and learner perceptions were the two main research foci. The results also revealed that CGBLL not only improved students’ language performance and perceptions, but also promoted interaction and collaboration, knowledge transfer, autonomy and self-regulation, and higher-order thinking skills. In addition, technical issues, high cognitive load, difficult game tasks, the lack of user guide and explicit game instruction were the major challenges. Based on the results, implications have been made for teachers, designers, and researchers.
虽然情境化游戏语言学习的研究已经引起了越来越多的学术兴趣,但在理论基础、学习情境、研究重点和研究成果等方面,还缺乏系统的综述来综合其研究趋势。为了解决这一差距,本研究收集了Web of Science (WoS)上的数据,并根据所提出的纳入和排除标准,对82篇与CGBLL相关的社会科学引文索引(SSCI)文章进行了综述。结果表明,大多数CGBLL研究基于社会框架,包括情境学习理论和社会文化理论。大多数学习活动都是在当地社区进行的。语言技能和学习者感知是两个主要的研究重点。CGBLL不仅提高了学生的语言表现和感知能力,还促进了学生的互动与协作、知识转移、自主与自我调节以及高阶思维能力。此外,技术问题、高认知负荷、困难的游戏任务、缺乏用户指南和明确的游戏指导是主要挑战。基于这些结果,对教师、设计师和研究人员产生了启示。
期刊介绍:
The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.