A Systematic Review of Research on Digital Game-Based Language Learning

碩士 === 國立高雄第一科技大學 === 應用英語系應用語言學與英語教學碩士班 === 103 === Grounded in the field of Digital Game-based Language Learning (henceforth, DGBLL), this review aims to analyze the emerging trends of DGBLL research through a qualitative and narrative approach. The research questions addressed are as follows: 1)...

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Main Authors: Jo-Ling Chang, 張若羚
Other Authors: Hsiu-Ting Hung
Format: Others
Language:en_US
Published: 2015
Online Access:http://ndltd.ncl.edu.tw/handle/53534163914042541686
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spelling ndltd-TW-103NKIT52380122017-04-24T04:23:27Z http://ndltd.ncl.edu.tw/handle/53534163914042541686 A Systematic Review of Research on Digital Game-Based Language Learning 數位遊戲式語言學習之回顧研究 Jo-Ling Chang 張若羚 碩士 國立高雄第一科技大學 應用英語系應用語言學與英語教學碩士班 103 Grounded in the field of Digital Game-based Language Learning (henceforth, DGBLL), this review aims to analyze the emerging trends of DGBLL research through a qualitative and narrative approach. The research questions addressed are as follows: 1) What are the frequencies and percentages of published articles related to DGBLL in the selected journals? 2) What research methods are employed in the selected DGBLL studies? 3) What target languages are studied in the selected DGBLL studies? 4) What language learners are investigated in the selected DGBLL studies? 5) What digital games are used for second or foreign language learning in the selected DGBLL studies? Four key journals in the field of computer assisted language learning were selected as the corpus to be searched for relevant articles published during 2010 and 2014, including Language Learning and Technology (LLT), Computer Assisted Language Learning (CALL), ReCALL, and The Computer Assisted Language Instruction Consortium Journal (CALICO). A total of 23 articles met the inclusion criteria, and thus were subject to further analysis. The results can be summarized as follows: 1) Only 4% of the articles are identified as related to DGBLL in the reviewed journals; 2) most DGBLL studies employed mixed methods; 3) higher education learners were the most frequently examined group of participants; 4) English was studied by the majority of the DGBLL articles examined in this work; and 5) Massively Multiplayer Online Role-Playing Games are the most commonly used games in the literature. It is hoped that the findings reported in this review may provide new insights and directions for future DGBLL researchers and educators. Hsiu-Ting Hung 洪秀婷 2015 學位論文 ; thesis 114 en_US
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description 碩士 === 國立高雄第一科技大學 === 應用英語系應用語言學與英語教學碩士班 === 103 === Grounded in the field of Digital Game-based Language Learning (henceforth, DGBLL), this review aims to analyze the emerging trends of DGBLL research through a qualitative and narrative approach. The research questions addressed are as follows: 1) What are the frequencies and percentages of published articles related to DGBLL in the selected journals? 2) What research methods are employed in the selected DGBLL studies? 3) What target languages are studied in the selected DGBLL studies? 4) What language learners are investigated in the selected DGBLL studies? 5) What digital games are used for second or foreign language learning in the selected DGBLL studies? Four key journals in the field of computer assisted language learning were selected as the corpus to be searched for relevant articles published during 2010 and 2014, including Language Learning and Technology (LLT), Computer Assisted Language Learning (CALL), ReCALL, and The Computer Assisted Language Instruction Consortium Journal (CALICO). A total of 23 articles met the inclusion criteria, and thus were subject to further analysis. The results can be summarized as follows: 1) Only 4% of the articles are identified as related to DGBLL in the reviewed journals; 2) most DGBLL studies employed mixed methods; 3) higher education learners were the most frequently examined group of participants; 4) English was studied by the majority of the DGBLL articles examined in this work; and 5) Massively Multiplayer Online Role-Playing Games are the most commonly used games in the literature. It is hoped that the findings reported in this review may provide new insights and directions for future DGBLL researchers and educators.
author2 Hsiu-Ting Hung
author_facet Hsiu-Ting Hung
Jo-Ling Chang
張若羚
author Jo-Ling Chang
張若羚
spellingShingle Jo-Ling Chang
張若羚
A Systematic Review of Research on Digital Game-Based Language Learning
author_sort Jo-Ling Chang
title A Systematic Review of Research on Digital Game-Based Language Learning
title_short A Systematic Review of Research on Digital Game-Based Language Learning
title_full A Systematic Review of Research on Digital Game-Based Language Learning
title_fullStr A Systematic Review of Research on Digital Game-Based Language Learning
title_full_unstemmed A Systematic Review of Research on Digital Game-Based Language Learning
title_sort systematic review of research on digital game-based language learning
publishDate 2015
url http://ndltd.ncl.edu.tw/handle/53534163914042541686
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