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Using Digital Game-Based Language Learning for Foreign Language Learning: a Scoping Review on Previous Studies Published in between 2015 and 2020

摘要


The objective of this study is to review those empirical articles which have been published during the period from 2015 to 2020 concerning digital game-based language learning in the process of foreign language learning. Via the search engine JSTOR literature search which has the superior advantage in screening and filtering journals, 19 articles were detected in the end. To dig deeper into the types of the games, the gaming platform, and the findings of those studies reviewed, a quantitative content analysis technique was employed. Through the scoping literature review, it can be identified primarily that the types of games applied by these studies could be classified into two main types: digital games and educational games, both of which were developed with the exclusive purpose of foreign language learning. Besides, this research also discloses the fact that the digital game-based language learning focusing on second language acquisitions (DGBLL-SLA) implementation could be roughly divided into two forms: Computer-Assisted Language Learning (CALL) and Mobile-Assisted Language Learning (MALL). Premised on this scoping review executed, it is deducted that most of the current surveys put much emphasis on the game development rather than on the usage of those ready-made commercial-off-the-shelf games; besides, the majority of those reviewed studies concentrate on exploring the effect of digital games on the comprehensive outcome arising among learners.

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