Game-Based Learning in Language Education: A Review of Empirical Studies from 2009 to 2018

Authors

  • Chang XU School of Humanities, Beijing University of Posts and Telecommunications, China Author
  • Xian ZHANG School of Humanities, Beijing University of Posts and Telecommunications, China Author
  • Xiaohan YU School of Humanities, Beijing University of Posts and Telecommunications, China Author
  • Yutong LU School of Humanities, Beijing University of Posts and Telecommunications, China Author
  • Chunping ZHENG School of Humanities, Beijing University of Posts and Telecommunications, China Author

Abstract

This study conducted a systematic review of 35 empirical research regarding game-based language learning (GBLL) published by five high-impact international journals (Language Learning & Technology, ReCALL, Computer Assisted Language Learning, System and CALICO) from 2009 to 2018. Based on content analysis, we analyzed the research trends, research foci, and strengths and challenges of the game-based language learning. A number of findings were reported based on the above three aspects. The results showed that GBLL improves the overall language proficiency and academic performance of learners. Challenges were summarized for better designing and developing future digital games for language education.

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Published

2020-11-23

How to Cite

Game-Based Learning in Language Education: A Review of Empirical Studies from 2009 to 2018. (2020). International Conference on Computers in Education, 454-459. https://library.apsce.net/index.php/ICCE/article/view/3959