Abstract

Considerable changes have occurred in language learning with the introduction of gameful approaches in the classroom and the increase in the popularity of language applications like Duolingo. A review of existing studies on such approaches to language learning shows that gamification tends to be the most popular approach. However, this popularity has been achieved at the expense of other gameful approaches, such as the use of digital games. To gain a clearer picture of the developments and gaps in the digital game-based learning research, this paper examines and categorizes observations about game elements used in published papers (n = 114) where serious and digital games were tested in language education settings. Game element analysis reveals that (1) the most frequently occurring elements in digital game-based language learning (DGBLL) are feedback, theme, points, narrative, and levels; (2) even though there was significant variance in the number of elements observed in DGBLL, both the bespoke and off-the-shelf games show similar high-frequency elements; (3) DGBLL has been applied to vocabulary acquisition and retention in many cases, but lacks implementation and testing in input and output language skills; (4) although there is some consensus on the most frequent elements, the design patterns of common elements according to age group and target language skill show considerable variance; (5) more research is needed on less common design elements that have shown promise in encouraging language acquisition. The synthesis of information from the collected papers contributes to knowledge regarding DGBLL application design and will help formulate guidelines and detect efficacy patterns as the field continues to grow.

Highlights

  • Published: 11 June 2021Language education is a fundamental part of society

  • This paper aims to break down the games into their design features to find commonalities amongst digital game-based language learning (DGBLL) applications

  • The focus of this paper is on digital games used as gameful approaches to language learning

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Summary

Introduction

Published: 11 June 2021Language education is a fundamental part of society. Learning a language requires large amounts of both time and effort, but there is a myriad of reasons for pursuing such an undertaking. The focus of this paper is on digital games used as gameful approaches to language learning This approach is a stark contrast to gamification, an approach that uses game design elements in non-game contexts [16]. A digital game-based approach would use a game such as Monkey Island [17] or Deponia [18] to promote contextual learning. Both of these games use interesting dialogue and puzzles to create an entertaining interactive story. Gamification introduces points and badges to a traditional classroom to create a game-like environment Another distinction is that digital game-based learning requires technology for implementation, whereas gamification can be added through both analogue and digital means

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