Share on Facebook Tweet on Twitter Share on LinkedIn Share by email
Evaluating Interactive Gaming as a Language Learning Tool

Speaker  Yolanda A. Rankin

Affiliation  Northwestern University

Host  John Nordlinger

Duration  00:53:02

Date recorded  25 August 2006

We propose a methodology for evaluating second language acquisition in the context of massive multi-player online role-playing games (MMORPGs). Careful examination of learning opportunities present in gaming requires us to direct our attention to the characteristics of MMORPGs and how these characteristics support learning. Because role-playing games support social interaction between players, MMORPGs can serve as the catalyst for fostering students’ foreign language competency as students participate in interactive dialogue during game play. For these reasons, we believe that games embody an interesting and often underutilized learning environment for second language acquisition (SLA). Combing second language pedagogy and the benefits of MMORPGs, our goal is to create an effective learning environment for SLA. Rather than using traditional language learning software, we explore the immersive, virtual environment of Sony Online Entertainment’s EverQuest 2 as a language learning tool. After conducting a pilot study of English as second language (ESL) students, we presented the initial efforts of our research at the SIGGRAPH 2006 Educators Program:

Preliminary results suggest that intermediate and advanced ESL participants appear to increase their English vocabulary acquisition by as much as 40% after 16 hours of game play. Though all participants generated a 100% increase in chat messages within the first four weeks of playing EverQuest2, the number of chat messages and syntactical errors eventually decreased as students continued to advance game levels. These results suggest closer scrutiny of students’ interaction with both playing and non-playing characters and the types of syntactical errors found in each student’s chat logs as we prepare for the second phase of our game study.

©2006 Microsoft Corporation. All rights reserved.
> Evaluating Interactive Gaming as a Language Learning Tool