Japan university EFL students’ experience, attitudes, and perceived effectiveness of watching gameplay for language-learning purposes

Q1 Arts and Humanities JALT CALL Journal Pub Date : 2022-12-28 DOI:10.29140/jaltcall.v18n3.764
Shawn Andersson
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Abstract

Digital game-based language learning (DGBLL) is a field that promotes language learning by combining game entertainment and mechanics inducive to learning. Researchers have proposed evidence of various language-learning benefits, yet downsides persist, such as negative stigmas, a lack of participation of non-gam-ers, and potential adverse consequences from splitting one’s attention between controlling the gameplay and learning language. Recently, watching gameplay popularity has seen exponential growth, yet the potential for language-learning applications has not been considered. Soliciting stakeholders’ experience, attitudes, and perceived effectiveness is a critical determiner of user adoption for new technologies and predicting implementation success. This study first addresses the merit of watching gameplay as a pedagogical method through an overview of the available literature, concentrating on areas of insufficiency and opportunity. It then investigates students’ experience and perceptions to consider feasibility from a practical standpoint through a survey of 139 university students in Japan. The main findings include a higher proportion of watchers than players, including a higher percentage of females, and positive responses regarding ease of use, learning opportunities, and preference, especially for learners who play or watch games. But learners also expressed a need for scaffolding support while voicing limitations in the perceived quality and practicality of the learned language.
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日本大学英语学生以语言学习为目的观看游戏的经验、态度和感知效果
基于数字游戏的语言学习(DGBLL)是一个通过结合游戏娱乐和学习机制来促进语言学习的领域。研究人员提出了各种语言学习好处的证据,但缺点仍然存在,如负面污名、非游戏玩家缺乏参与,以及在控制游戏和学习语言之间分散注意力的潜在不利后果。最近,观看游戏的普及率呈指数级增长,但语言学习应用程序的潜力尚未得到考虑。征求利益相关者的经验、态度和感知的有效性是用户采用新技术和预测实施成功的关键决定因素。本研究首先通过对现有文献的概述,重点关注不足和机会领域,阐述了观看游戏作为一种教学方法的优点。然后,通过对日本139名大学生的调查,调查了学生的经验和看法,以从实践的角度考虑可行性。主要发现包括观看者的比例高于玩家,包括女性的比例更高,以及在易用性、学习机会和偏好方面的积极反应,尤其是对于玩游戏或观看游戏的学习者。但学习者也表达了对支架支撑的需求,同时表达了所学语言在感知质量和实用性方面的局限性。
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来源期刊
JALT CALL Journal
JALT CALL Journal Arts and Humanities-Language and Linguistics
CiteScore
2.40
自引率
0.00%
发文量
14
期刊介绍: The JALT CALL Journal is an international refereed journal committed to excellence in research in all areas within the field of Computer Assisted Language Learning.
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