A Comparative Review of Mobile and Non-Mobile Games for Language Learning

被引:6
|
作者
Su, Fan [1 ]
Zou, Di [1 ]
Xie, Haoran [2 ]
Wang, Fu Lee [3 ]
机构
[1] Educ Univ Hong Kong, Hong Kong, Peoples R China
[2] Lingnan Univ, Hong Kong, Peoples R China
[3] Hong Kong Metropolitan Univ, Hong Kong, Peoples R China
来源
SAGE OPEN | 2021年 / 11卷 / 04期
关键词
mobile games; non-mobile games; digital games; language learning; UNIVERSITY-STUDENTS; ENGLISH; PERFORMANCE; COMPUTER; LEARNERS; ANXIETY; SKILLS; COMMUNICATION; INSTRUCTION; ACQUISITION;
D O I
10.1177/21582440211067247
中图分类号
C [社会科学总论];
学科分类号
03 ; 0303 ;
摘要
Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL) and non-mobile game-based language learning (NMGBLL). Sixty-four articles were analyzed from four aspects: game types, game elements, target languages, and learning outcomes. The results showed that (a) gamification, simulation games, and immersive games were applied most; (b) all games possessed the game elements of goals or rules; (c) the most investigated target languages were English and Chinese; and (d) the most discussed learning outcomes were language acquisition and psychological/affective state. The similarities and differences between MGBLL and NMGBLL were also identified. The current review provides an overview and in-depth analysis of mobile and non-mobile games for language learning, guiding practitioners to select appropriate digital games to cater to specific language teaching goals. Future directions of research are also discussed.
引用
收藏
页数:20
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