Abstract

We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most appropriate dialogue option given a situation presented in both text and video. Depending on their dialogue choice, one of three videos plays depicting an authentic reaction to the option selected (e.g. happily accepting the request; refusing the request with dismay). Undergraduate students at a Chinese university ( n = 105) played the game involving 10 hypothetical request-making scenarios. Two versions of the game were developed. In one version, participants were only given one opportunity to watch a single reaction video while the second version allowed selection of multiple request forms and viewing multiple reaction videos. Regardless of the game version, participants improved their productive knowledge of request-making after playing the game and maintained knowledge at the delayed posttest, even though their receptive knowledge showed no improvement. Higher English proficiency had a positive impact on their immediate gains in productive knowledge, while motivation to learn English had a negative impact on receptive knowledge.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.