Abstract

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

Title
Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning
Author
Wu, Junjie Gavin 1 ; Zhang, Danyang 2 ; Lee, Sangmin-Michelle 3 ; Xian, Junhua 1 

 Macao Polytechnic University, Macao 
 Shenzhen University, China 
 Kyung Hee University, South Korea 
Pages
1-15
Publication year
2025
Publication date
2025
Publisher
IGI Global
ISSN
21557098
e-ISSN
21557101
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
3156573630
Copyright
© 2025. This work is published under https://creativecommons.org/licenses/by/4.0/ (the "License").  Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.