American Journal of Language and Literacy Volume 1, Number 2, 2016 Review Article Notes on Online Digital Games and Language Learning: A Review Hélder Fanha Martins Lisbon Accounting and Business School (LABS – ISCAL), Lisbon - Portugal [email protected] Citation: Fanha Martins, H. (2016). Notes on online digital games and language learning: A review. American Journal of Language and Literacy, 1, B10-16. Retrieved from http://www.ASRAresearch.org/ajll-vol-1-no-2-2016/ ABSTRACT In the recent past, digital games have demonstrated potential in a learning environment. Lee (1979) recognizes the power of games as an educational tool. These digital games have great potential in engaging learners, and prompt them to interact in learning. Games provide an immersive environment, critical in situated learning. Digital games have adaptive qualities, and this provides motivation for individuals to be motivated in their learning. In this sense, it creates further exposure to target language input, as well as opportunities for output. The preference of computer games in teaching language is driven by the idea that success learning is embedded on socio-cultural context of the learners’ lives, pushing learners on collaboration and lifelong learning. Indeed, digital games facilitate the bridging of learning both inside and outside the classroom. Authors from diverse backgrounds agree that the use of games as an instructional intervention is pedagogically sound. Scholars believe that it is critical to undertake a study, to reveal the potential of digital games. The research seeks to answer questions such as do games motivate learners? Do games serve an efficient role in use of target language? Do games provide a chance for negotiation of meaning, form, or focus? What role do games play in uptake and acquisition? It is worth noting that some of recent researches have sought to answer the identified questions (e.g. de Zheng et al., 2009; Piirainen-Marsh, 2009). Keywords: online learning, digital language learning, digital games INTRODUCTION AND CONTEXT The idea of using games in learning language has been a contested subject. Supporters of games cite several advantages such as games providing more co-operative group dynamics and cognitive aspects of language learning (Lengeling & Malarcher, 1997). Lee (1979) asserts that games have a great potential in motivating learners. Richard-Amato (1988) adds that games reduce anxiety in learners. A study by Silver (1982) and Zdybiewska (1994) revealed that games are useful in communicating in target language, as opposed to concentrating on correct linguistic structures. Richard-Amato (1988) argue that technology creates an informal atmosphere known to harness learners’ receptiveness. However, dunkers have argued that games are more of gap fillers and icebreakers. American Scholarly Research Association www.ASRAresearch.org B10 American Journal of Language and Literacy Volume 1, Number 2, 2016 Review Article Administrators may prefer to ban the use of technology, describing games are disruptive and a threat to serious learning. This idea rejects enjoyment and fun in learning because it never thought to be effective (Kim 1995). The debate presents reasons why learning is seen as a less serious academic pursuit. It is proposed to marginalize game like activities, as part of the efforts to establish a theory driven or quasi-scientific discipline as a separate entity. Before 1980s, teachers used the material at their disposal to create games However, in the last three decades, games have gone digital with the creation of video games, mobile games, dedicated handheld game consoles, and the growth of the teen culture that supports engaging modding and remix cultures (Ito, 2009). Later, games have move online with millions of users around the world. Hubbard (1991) predicted the potential of digital game-based language learning, claiming that it would be transformative in teaching modern language. Nonetheless, more than twenty years later, Chik (2011) refutes these claims and cites that digital games form an integral part of leisure consumption. He claims that digital games ability to help in teaching language remains unclear. It is worth noting that Chiks scepticism has been evidenced in today’s language classes. These topic has attracted interest of scholars and a growing body of literature has been released, supporting the idea that digital games could be critical in enhancing language learning (GarciaCarbonell, Rising, Montero, &Watts, 2001). It could as well supplement language learning. The recent studies on these areas (deHaan, Reed, & Kuwada, 2010; Piirainen-Marsh & Taino, 2009) have raised interest, with the computer-assisted language learning being part of an emerging subfield of research. Game development has seen educational games repackaged as serious games, as opposed to being elements of fun and enjoyment (Negroponte, 1995; Shaffer, 2008). Therefore, game-based learning is equated to deep learning (Gee, 2007). In fact, learners can perform the reading and writing tasks using computer screens, moving seamlessly through images, audio, text, and video, to the point that learners are considered digital (Lankshear & Knobel, 2008; Palfrey & Gasser, 2008; Pegrum, 2009; Prensky, 2001a, 2001b, 2007). Children have increasingly become bored with the school idea of surveillance and control, as opposed to helping reinforce their creative mind. Teenagers have demonstrated great multitasking capabilities, as they increasingly used social media, talk on phone, and simultaneously work on their school homework (Tapscott, 2009) Digital technological have immense potential of achieving great results, through the combination of the gamer communities, with these groups having full knowledge on the multimodal sign systems, which are tenets of the game world that learners undertake (Gee, 2007; Fanha Martins, 2012). As such, digital technologies are critical in transforming the shortcomings of traditional learning. In the past, concerns have been raised on the need to transform the entertainment focused digital games used in the educational sector (Prensky, 2001b). It has been revealed that these games integrate problem-solving and cognitive skills, which could benefit learners (Gee, 2007). The advancement of digital games, as suggested by semantic changes, is in line with the increased publicizing of technology. The contemporary society seems to be preoccupied by American Scholarly Research Association www.ASRAresearch.org B11 American Journal of Language and Literacy Volume 1, Number 2, 2016 Review Article technology (Selwyn, 2011). On this account, it firmly reinforces the idea that online game language learning is inseparable from cultural, social and historical context. The arguments identified on digital games have closer similarities to those identified earlier, particularly in the era of non-digital language games. However, there is a tendency to brush aside the issues related to failure of technology and being replaced by the ideology of not caring about the past (Cuban, 1986). Such sentiments are meant to support the idea that technology is a new age with a bright future (Lockard & Pegrum, 2007; Selwyn, 2011). Based on arguments raised by Illich (1971), digital games were created on the ideal of game-like worlds, as these individuals work on online communitarianism (Rheingold, 2000; Gee, 2007). The digital games were created out-of-school non-formal play (Ito et al., 2010; Beck and BeckGernsheim, 2002). In essence, many issues surrounding digital game learning should be discussed. It should not be dismissed a mere localized research centred on game design or language learning. Further research aims to deconstruct the simplified binary oppositions, which is common in debate relating to digital education. For instance, issues such opposing learning, multitasking, entertainment, boredom, play, fun among others (Ito, 2009; Thomas, 2011b). These issues are attributed to digital division, with efforts directed to erasing others (Buckingham, 2007). ONLINE GAME-BASED LANGUAGE LEARNING Based on the issues discussed earlier, the increased adopting of digital games is intended to reengage less motivates and dismal performing learners. These learners have lost interest in learning because of the less appealing formal systems of education, which has experienced little change in the last century (Fanha Martins, 2012). A study by Black (2008), Gee (2008), and Martin Steinkuehler (2010) reveals the struggles of young males. These young learners have rejected the idea of print-base reading. As such, the efforts to re-engage these learners should be aligned to their individual interests, evaluating activities these learners enjoy (Gee, 2011), in line with video gaming handbooks and fan-fiction. Indeed, the rationale is clearly depicted in Gee’s 36 learning principles, aligned to the use of video games. It as well encompasses the 17 principles for design that guide situated learning environment (Gee, 2011). The ideas raised by Gee in his new pedagogical framework have a close relationship with his earlier choice of terms, for instance, “Active, Critical Learning Principle,” “Self-knowledge Principle,” “Practice Principle,” “Ongoing Learning Principles,” “Discovery Principle,” and “Committed Learning Principle” (Gee, 2007). The emphasis comes out clearly in the 17 principles, which constitute learning centred on “multiple route to full and central participation,” integrating of learning and assessment, and using failure as learning tools. The idea is centred on lifelong learning and it is believed that learners should be prepared to active, engaged members, and “thoughtful member of the public sphere” (Gee, 2011, n.p.). American Scholarly Research Association www.ASRAresearch.org B12 American Journal of Language and Literacy Volume 1, Number 2, 2016 Review Article In evaluating how language has been taught in the last thirty years, it is worth noting that physical layout of the classroom has not changed for over a century. The notable difference is the introduction of dedicate language laboratory or the presence of networked computer room. In relation to perspective of methodology, some of the trends have been learned, which incorporate the emphasis of several Gees’ learning principle identified above. It should be noted that over a century ago, learners were engaged in grammar translation approaches, with teachers being the centre of learning. However, today, the learner prefers working in small groups, for instance, pairs and these groups are used to interact with one another and the target language teacher. Although the research is not restricted to linear development ideas, the language learning approaches have been transformed through cognitivism and behaviourism, leaning towards constructive and collaborative learning (Kolb, 1984). The use of technology in learning language has seen great changes with the use of computers as tutors and later as a tool to help students in their learning and discovery (Beatty, 2010; Levy & Stockwell, 2006; Fanha Martins, 2012). The approach used in language learning in the last three decades has been turned towards communicative language teaching methodology and task-based language teaching (Ellis, 2003; Van den Branden, 2006; Van den Branden et al., 2009). Changes in language learning are clearly pointed out by Purushotma et al. (2008) asserting that in using task-based approach, online digital games language learning gives an alternative model to help in achieving-oriented learning. In turn, it impedes the wider educational trend, advocating for central testing. The use of several genres of games, for instance, simulation games, virtual pet social sims, puzzle adventure games, alternate reality games, and web-based strategy, digital games have underlined the digital games capabilities of serving as learning tools, as well as acting as ‘critical contemporary arenas for task-relevant communication and relationship building’ (p. 32). REFERENCES Beatty, K. (2010). Teaching and researching computer-assisted language learning (2nd ed.). London: Pearson. Beck, U., & Beck-Gernsheim, E. (2002). Individualization. London: Sage. Black, R. (2008). Adolescents and online fan fiction. New York: Peter Lang. Buckingham, D. (2007). Beyond technology: Children’s learning in the age of digital culture. Malden, MA: Polity. Chik, A. (2011). Learner autonomy development through digital gameplay. Journal of Digital Culture & Education, 3(1), 30–45. Cuban, L. (1986). Teachers and machines: The classroom use of technology since 1920. New York & London: Teachers College, Columbia University. deHaan, J., Reed, W. M., & Kuwada, K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning & Technology, 14(2), 74–79. American Scholarly Research Association www.ASRAresearch.org B13 American Journal of Language and Literacy Volume 1, Number 2, 2016 Review Article Ellis, R. (2003). Task-based language learning and teaching. Oxford: Oxford University Press. Garcia-Carbonell, A., Rising, B., Montero, B., & Watts, F. (2001). Simulation/Gaming and the acquisition of communicative competence in another language. Gee, J. P. (2007). What video games have to teach us about learning and literacy. Gee, J. P. (2008). 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(2008). 10 key principles for designing video games for foreign language learning. Retrieved from http://knol.google.com/ k/10-key-principles-for-designing-video-games-for-foreign-language-learning# Rheingold, H. (2000). The virtual community. Cambridge, MA: MIT Press. Richard-Amato, P. A. (1988). Making it happen: Interaction in the second language classroom: From theory to practice. New York: Longman. Selwyn, N. (2011). Schools and schooling in the digital age: A critical analysis. London & New York: Routledge. Shaffer, D. W. (2008). Education in the digital age. The Nordic Journal of Digital Literacy, 4(1), 39–51 . ondon & New York: Palgrave Macmillan. Tapscott, D. (2009). Grown up digital: How the net generation is changing your world. London & New York: McGraw Hill. Thomas, M. (Ed.). (2011b). Deconstructing digital natives: Young people, technology and the new literacies. London & New York: Routledge. Van den Branden, K. (Ed.). (2006). Task-based language education: From theory to practice. Cambridge: Cambridge University Press. Van den Branden, K., Bygate, M., & Norris, J. M. (Eds.). (2009). Task-based language American Scholarly Research Association www.ASRAresearch.org B15 American Journal of Language and Literacy Volume 1, Number 2, 2016 Review Article teaching: A reader. Amsterdam and Philadelphia, PA: John Benjamins. Zdybiewska, M. (1994). One-hundred language games. Warszawa: WSiP. Zheng, D., Young, M. F., Brewer, R. B., & Wagner, M., (2009). Attitude and self efficacy change: English language learning in virtual worlds. CALICO Journal, 27, 205–231. Copyright: © 2016 Fanha Martins. Author retains copyright and grants American Scholarly Research Association a license to publish the article and identify itself as the original publisher under the terms of the Creative Commons Attribution License. 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