Content area
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to the emerging availability of these new technologies. This position paper begins with a short review of the educational benefits of DGBLL, followed by a discussion of the use of AR/VR in language learning. To illustrate the potential use of AR/VR in DGBLL, recent empirical studies are reviewed. Based on this analysis, a new model for integrating AR/VR in DGBLL is proposed. The paper ends with suggestions for how DGBLL with AR/VR technologies can be used in future educational endeavors.
Details
Linguistic Input;
Learning Activities;
Critical Thinking;
Learning Motivation;
Language Teachers;
Language Acquisition;
Memory;
Educational Theories;
Interpersonal Relationship;
Educational Objectives;
Language Proficiency;
Learner Engagement;
Game Based Learning;
Cultural Relevance;
Educational Benefits;
Language Skills;
Influence of Technology;
Learning Processes;
Educational Technology;
Learning Theories;
Periodicals;
Computer Assisted Instruction;
English Learners;
Cultural Context
1 Macao Polytechnic University, Macao
2 Shenzhen University, China
3 Kyung Hee University, South Korea
