skip to main content
10.1145/1823818.1823830acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfngConference Proceedingsconference-collections
research-article

Uncharted waters?: exploring experts' opinions on the opportunities and limitations of serious games for foreign language learning

Published:15 September 2010Publication History

ABSTRACT

The use of serious games has seen a remarkable growth in the past decade. This resulted in a substantial number of people with hands-on experience. However, to our knowledge, no research has been performed to harvest this source of information. By means of a survey with closed and open-ended questions, we explore the opinions of 50 serious game and CALL experts on serious games' potential for foreign language learning. The first part of the paper discusses attitudes on serious games and learning. In general, we discern a rather strong belief in the potential of learning games. The second part of the paper zooms in on foreign language learning through games whereby some remarkable results emerge on the possibilities and limitations of foreign language learning games. Next, we discuss respondents' opinions on issues regarding the integration of foreign language learning games in a classroom context and on their design. The final part of the paper elaborates on a SWOT analysis of foreign language learning games resulting in a nuanced view on the opportunities and limitations of foreign language learning games. As a consequence, this paper not only identifies topics which bear a broad consensus among experts, but also shows that strong differences in opinion exist.

References

  1. Billiet, J., Waege, H. (Eds.) (2005). Een Samenleving Onderzocht. Methoden van Sociaal-wetenschappelijk Onderzoek. Antwerpen: De Boeck nv.Google ScholarGoogle Scholar
  2. Blunt, R. (2009). Do Serious Games Work? Results from Three Studies. Elearn Magazine {Electronic Version} from http://elearnmag.org/subpage.cfm?section=research&article=9-1. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Cohen, J. 1960. A coefficient of agreement for nominal scales, Educational and Psychological Measurement. 20, 1, 37--46.Google ScholarGoogle ScholarCross RefCross Ref
  4. Dogusoy, B., & Inal, Y. (2006). Game-based learning through online computer games. Ankara, Turkey: Department of Computer Education and Instructional Technologies, Faculty of Education Middle East Technical University.Google ScholarGoogle Scholar
  5. Egenfeldt-Nielsen, S. (2006). Beyond Edutainment: exploring the eductional potential of computergames. University of Copenhagen, Copenhagen, DK.Google ScholarGoogle Scholar
  6. Ellis, R. (2003). Task-based language learning and teaching. Oxford Applied Linguistics. Oxford: Oxford University Press.Google ScholarGoogle Scholar
  7. Hill, W. C., Hollan, J. D., Wroblewski, D., & McCandless, T. (1992). Edit Wear and Read Wear. Paper presented at the ACM Conference on Human Factors in Computing Systems (CHI'92), New York City, New York. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Hindman, M. (2009). The myth of digital democracy. Princeton: Princeton University Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Kedrosky, P. (2005). Drive-By Data & Web 2.0 {Electronic Version} from http://paul.kedrosky.com/archives/2005/06/driveby_communi.html.Google ScholarGoogle Scholar
  10. Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward.Google ScholarGoogle Scholar
  11. Lauf, E. (2001). '96 nach Holsti' Zur Reliabilität von Inhaltsanalysen und deren Darstellung in Kommunikationswissenschaftlichen Fachzeitschriften. Publizistik, 46(1), 57--68.Google ScholarGoogle ScholarCross RefCross Ref
  12. Lenhart, A., Sousan, A., Smith, A., & Macgill, A. R. (2008). Writing, technology and teens {Electronic Version}. Pew Internet & American Life Project from http://www.pewinternet.org/pdfs/PIP_Writing_Report_FINAL3.pdf.Google ScholarGoogle Scholar
  13. Lewins, A., & Silver, C. (2007). Using software in Qualitative Research. London: Sage Publications. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Livingstone, S., & Bober, M. (2005). UK children go online. London: Economic and Social Research Council.Google ScholarGoogle Scholar
  15. McCracken, G. (2007). How social networks work: the puzzle of exhaust data {Electronic Version} from http://www.cultureby.com/trilogy/2007/07/how-social-netw.html.Google ScholarGoogle Scholar
  16. Miles, M., & Huberman, A. (1994). Qualitative data analysis: an expanded sourcebook. London: Sage.Google ScholarGoogle Scholar
  17. Milton, J. (2006). Literature review in languages, technology and learning. Bristol, UK: FutureLab.Google ScholarGoogle Scholar
  18. Mitchell, A., & Savall-Smith, C. (2004). The use of computer and video games for learning. A review of the literature.Google ScholarGoogle Scholar
  19. Nielsen, J. (2006). Participation Inequality: Encouraging More Users to Contribute {Electronic Version} from http://www.useit.com/alertbox/participation_inequality.htmlGoogle ScholarGoogle Scholar
  20. Ratan, R., Ritterfeld, U. (2009). Classifying Serious Games. In Ritterfeld, U., Cody, M. Vorderer, P. (Eds.), Serious games: Mechanisms and effects. New York: Routledge.Google ScholarGoogle Scholar
  21. Ritterfeld, R., Cody, M., Vorderer, P. (2009). Serious Games: Explication of an Oxymoron. In Ritterfeld, U., Cody, M. Vorderer, P. (Eds.), Serious games: Mechanisms and effects. New York: Routledge.Google ScholarGoogle Scholar
  22. Sandford, R., & Williamson, B. (2005). Games and Learning. A handbook. Bristol, UK: FutureLab.Google ScholarGoogle Scholar
  23. Thorne, S. L. (2008). Computer-mediated communication. In N. Hornberger & N. Van Duesen-Scholl (Eds.), Encyclopedia of language and eduction (Vol 4) (pp. 325--336). New York: Springer.Google ScholarGoogle Scholar

Index Terms

  1. Uncharted waters?: exploring experts' opinions on the opportunities and limitations of serious games for foreign language learning

          Recommendations

          Comments

          Login options

          Check if you have access through your login credentials or your institution to get full access on this article.

          Sign in
          • Published in

            cover image ACM Other conferences
            Fun and Games '10: Proceedings of the 3rd International Conference on Fun and Games
            September 2010
            170 pages
            ISBN:9781605589077
            DOI:10.1145/1823818

            Copyright © 2010 ACM

            Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

            Publisher

            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 15 September 2010

            Permissions

            Request permissions about this article.

            Request Permissions

            Check for updates

            Qualifiers

            • research-article

          PDF Format

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader