Abstract
This chapter aims at providing language teachers, game developers, and researchers with a pedagogical view of how game-based learning can be implemented in 3D virtual worlds to enhance foreign language (FL) learners’ second language acquisition (SLA). The chapter starts with a general introduction of the usage of games in traditional language teaching and learning. The benefits and challenges in the application of language games will be also addressed. Next, in the second section, the features of 3D virtual worlds are introduced in depth in three parts to demonstrate the potential of using 3D virtual worlds to deal with the challenges faced in traditional FL classrooms: (1) beginning with the general features of online language games, (2) bridging general online language games and what’s in 3D virtual worlds based on the perspectives of SLA, and (3) discussing the recent related research on game-based language learning in 3D virtual worlds. In the third section, some application guidelines for practitioners, system developers, and researchers to design effective and adapted 3D language games are provided. Finally, a brief summary with suggestions for future research concludes this chapter.
Similar content being viewed by others
References
American Council on the Teaching of Foreign Languages (2012). ACTFL proficiency guidelines 2012. Alexandria, VA: ACTFL, Inc. Retrieved from http://www.actfl.org/sites/default/files/pdfs/public/ACTFLProficiencyGuidelines2012_FINAL.pdf
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., & Berta, R. (2013). Assessment in and of serious games: An overview. Advances in Human-Computer Interaction, 1–12. Retrieved from August 18, 2015, http://downloads.hindawi.com/journals/ahci/2013/136864.pdf
Berns, A., Gonzalez-Pardo, A., & Camacho, D. (2013). Game-like language learning in 3-D virtual environment. Computers & Education, 60(1), 210–220.
Birbaumer, N., & Schmidt, R. (1996). Biologische psychologie (3rd ed.). New York, NY: Springer Verlag.
Bloomfield, L. (1942). Outline guide for the practical study of foreign language. Baltimore, MD: Linguistic Society of America.
Brown, H. D. (2001). Teaching by principles – An interactive approach to language pedagogy (2nd ed.). New York, NY: Addison Wesley Longman, Inc.
Chen, D. (2010). Enhancing the learning of Chinese with Second Life. Journal of Technology and Chinese Learning Teaching, 1(1), 14–30.
Chiu, Y. H., Kao, C. W., & Reynolds, B. L. (2012). The relative effectiveness of digital game-based learning types in English as a foreign language setting: A meta-analysis. British Journal of Educational Technology, 43(4), E104–E107.
Connolly, T. M., Stansfield, M., & Hainey, T. (2011). An alternate reality game for language learning: ARGuing for multilingual motivation. Computers & Education, 57(1), 1389–1415.
Cook, G. (2000). Language play, language learning. Hong Kong: Oxford University Press.
Cooke-Plagwitz, J. (2008). New directions in CALL: An objective introduction to Second Life. CALICO Journal, 25(3), 547–557.
Council of Europe. (2001). Common European framework of reference for languages: Learning, teaching, assessment. Cambridge, UK: Cambridge University Press. Retrieved from http://www.coe.int/t/dg4/linguistic/source/framework_en.pdf
Couto, S. M. (2010). Second Life: Anxiety-free language learning? The 3rd edition of the “ICT for Language Learning” conference, 11–12 Nov 2010, Florence, Italy.
De Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., & Poulovassilis, A. (2010). Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology, 41(1), 69–85.
Deutschmann, M., Panichi, L., & Molka-Danielsen, J. (2009). Designing oral participation in Second Life – A comparative study of two language proficiency courses. ReCALL, 21(2), 206–226.
Ferdig, R. E. (2006). Assessing technologies for teaching and learning: Understanding the importance of technological pedagogical content knowledge. British Journal of Educational Technology, 37(5), 749–760.
Grant, S., & Huang, H. (2010). The integration of an online 3D virtual learning environment into formal classroom-based undergraduate Chinese language and culture curriculum. In D. B. Xu, J. Da, & P. Zhang (Eds.), Proceedings of the 6th international conference and workshops on technology and Chinese language teaching in the 21st century (pp. 92–99). ). Columbus, Ohio: Ohio State University.
Hew, K. F., & Cheung, W. S. (2010). Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research. British Journal of Educational Technology, 41(1), 33–55.
Hismanoglu, M. (2012). Integrating Second Life into an EFL classroom: A new dimension in foreign language learning and teaching. International Journal on New Trends in Education and Their Implications, 3(4), 100–111.
Hundsberger, S. (2009). Foreign language learning in Second Life and the implications for resource provision in academic libraries. Retrieved from October 26, 2013, http://arcadiaproject.lib.cam.ac.uk/docs/second_life.pdf
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13–24.
Krashen, S. (1981). Second language acquisition and second language learning. Retrieved from November 1, 2008, http://www.sdkrashen.com/SL_Acquisition_and_Learning/index.htmlKrashen, S. D.
Lan, Y. J. (2014). Does Second Life improve Mandarin learning by overseas Chinese students? Language Learning & Technology, 18(2), 36–56.
Lan, Y. J. (2015). Contextual EFL learning in a 3D virtual environment. Language Learning & Technology, 19(2), 16–31.
Lan, Y. J., & Chen, N. S. (2015). Mind and body learn together: Embodied cognition and language learning. Paper presented at the 15th IEEE International Conference on Advanced Learning Technologies (ICALT 2015), 6–9 July 2015, Hualien, Taiwan.
Lan, Y. J., Fang, S. Y., Legault, J., & Li, P. (2015). Second language acquisition of Mandarin Chinese vocabulary: Context of learning effects. Educational Technology Research & Development. doi:10.1007/s11423-015-9380-y.
Lan, Y.-J., Kan, Y.-H., Hsiao, I. Y. T., Yang, S. J. H., & Chang, K.-E. (2013). Designing interaction tasks in Second Life for Chinese as a foreign language learners: A preliminary exploration. Australasian Journal of Educational Technology, 29(2), 184–202.
Lan, Y. J., Kan, Y. H., Sung, Y. T., & Chang, K. E. (2016). Oral-performance language tasks for CSL beginners in Second Life. Language Learning & Technology
Lan, Y. J., & Lin, Y. T. (2016). Mobile seamless technology enhanced CSL oral communication [revised]. Educational Technology & Society.
Lan, Y. J., Sung, Y. T., & Chang, K. E. (2007). A mobile-devices-supported peer-assisted learning system for collaborative early EFL reading. Language Learning & Technology, 11(3), 130–151.
Lan, Y. J., Sung, Y. T., & Chang, K. E. (2009). Let us read together: Development and evaluation of a computer assisted reciprocal early English reading system. Computers & Education, 53(4), 1188–1198.
Lantolf, J. (2005). Sociocultural and second language learning research: An exegesis. In E. Hinkel (Ed.), Handbook of research on second language teaching and learning. Mahwah, NJ: Lawrence Erlbaum.
Liang, M.-Y. (2012). Reimagining communicative context: ELF interaction in second life to learn EFL. Journal of Language, Identity, and Education, 11(1), 16–34.
Lin, T. J., & Lan, Y. J. (2015). Language learning in virtual reality environments: Past, present, and future. Educational Technology & Society, 18(4), 486–497.
Long, M. H. (1985). A role for instruction in second language acquisition: task-based language teaching. In K. Hyltenstam & M. Pienemann (Eds.), Modeling and assessing second language development (pp. 77–99). Clevedon, UK: Multilingual Matters.
Long, M. H. (1996). The role of the linguistic environment in second language acquisition. In W. C. Ritchie & K. B. Tej (Eds.), Handbook of second language acquisition (pp. 413–468). San Diego, CA: Academic Press.
Macedonia, M. (2005). Games and foreign language teaching. Support for Learning, 20(3), 135–140.
Martinson, B., & Chu, S. (2008). Impact of learning style on achievement when using course content delivered via a game-based learning object. In R. E. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (pp. 478–488). Hershey, PA: IGI Global.
Palmer, D. S. (2010). Second language pragmatic socialization in World of Warcraft (Unpublished doctoral dissertation, University of California). Retrieved from March 11, 2015, http://linguistics.ucdavis.edu/pics-and-pdfs/DISSERTATION%20Soares.pdf
Pivec, M. (2005). The benefits of the game-based learning. Retrieved from July 30, 2015, http://www.openeducationeuropa.eu/en/article/The-benefits-of-the-game-based-learning
Pivec, M. (2007). Editorial: Play and learn: Potentials of game-based learning. British Journal of Educational Technology, 38(3), 387–393.
Reinhardt, J., & Sykes, J. M. (2014). Digital game and play activity in L2 teaching and learning. Language Learning & Technology, 18(2), 2–8.
Sadler, R., & Nurmukhamedov, U. (2008, March). Second life and task-based learning. Paper presented at CALICO Annual Conference, San Francisco, CA.
Sykes, J. M. (2013). Technology – “Just” playing games? A look at the use of digital games for language learning. The Language Educator, 32–35, Retrieved from https://www.actfl.org/sites/default/files/pdfs/TLE_pdf/TLE_Oct13_Article.pdf.
Sykes, J., & Reinhardt, J. (2013). Language at play: Digital games in second and foreign language teaching and learning. New York, NY: Pearson.
Szulborski, D. (2005).This is not a game: A guide to alternate reality gaming. Santa Barbara, CA: New Fiction Publishing.
Talak-Kiryk, A. (2010). Using games in a foreign language classroom. MA TESOL Collection. Paper 484.
Vandercruysse, S., Vandewaetere, M., & Clarebout, G. (2012). Game-based learning: A review on the effectiveness of educational games. In M. M. Cruz-Cunha (Ed.), Handbook of research on serious games at educational, business, and research tools (pp. 628–647). Hershey, PA: IGI Global.
Wang, F., & Burton, J. K. (2013). Second Life in education: A review of publications from its launch to 2011. British Journal of Educational Technology, 44(3), 357–371.
Wang, F., Burton, J. K., & Falls, J. (2012). A three-step model for designing initial second life-based foreign language learning activities. Journal of Online Learning and Teaching, 8(4). Retrieved from October 25, 2013, http://jolt.merlot.org/vol8no4/wang_1212.htm
Wang, C., Song, H., Xia, F., & Yan, Q. (2009). Integrating Second Life into an EFL program: Students’ perspectives. Journal of Educational Technology Development and Exchange, 2(1), 1–16.
Yang, J. C., Chen, C. H., & Jeng, M. C. (2010). Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Computers & Education, 55(3), 1346–1356.
Zheng, D., Bischoff, M., & Gilliand, B. (2015). Vocabulary learning in massively multiplayer online games: Context and action before words. Educational Technology Research and Development. doi:10.1007/s11423-015-9387-4.
Zheng, D., Li, N., & Zhao, Y. (2008, March). Learning Chinese in Second Life Chinese language school. Paper presented at CALICO Annual Conference, San Francisco, CA.
Acknowledgments
The authors would like to thank the reviewers and editors for their valuable comments and suggestions for improving this chapter.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer International Publishing Switzerland
About this entry
Cite this entry
Lan, YJ. (2016). The Essential Components of Game Design in 3D Virtual Worlds: From a Language Learning Perspective. In: Spector, M., Lockee, B., Childress, M. (eds) Learning, Design, and Technology. Springer, Cham. https://doi.org/10.1007/978-3-319-17727-4_24-1
Download citation
DOI: https://doi.org/10.1007/978-3-319-17727-4_24-1
Received:
Accepted:
Published:
Publisher Name: Springer, Cham
Online ISBN: 978-3-319-17727-4
eBook Packages: Springer Reference EducationReference Module Humanities and Social SciencesReference Module Education