Gaming to learn, learning to game: language learning through massively multiplayer online role-playing games (MMORPGs)
Gaming to learn, learning to game: language learning through massively multiplayer online role-playing games (MMORPGs)
Massively
multiplayer online role-playing games (MMORPGs) are predominately English
language games with a mass number of active players worldwide. Although they
are not designed for second language acquisition, research has shown that they
can offer many opportunities for language learners to improve their second
language. These include 1) Benefits of anonymity provided by personal avatars
lowers language anxiety and other affective barriers to learning (Lee &
Pass, 2014); 2) They are highly motivating venues for learner-centred
autonomous learning(Chik, 2014); 3) They require communication in English
language in order to advance in the game (Chotipaktanasook and Reinders, 2018);
4) They offer exposure to rich sources of written and oral target language input
(Newgarden and Zheng, 2016); 5) They offer a collaborative environment leading
to the possibility of co-construction of knowledge (Peterson, 2016); and 6)
They provide access to contexts supporting peer-based learning (Rama et al.,
2012).
This research explores the advantages offered by
MMORPGs in learning a second language. Data collection was separated into two
phases: 1) interviews were conducted with English learners to investigate how
they self-regulate their language learning whilst playing MMORPGs; and 2)
observations and stimulated recalls were conducted to investigate how MMORPGs
foster second language development. Findings highlighted the authentic social
interactions conducted by participants while playing, how MMORPGs scaffold
second language development, participants’ perceived second language outcome
from playing, their attitudes toward second language learning from MMORPGs, and
how they self-regulate their second language learning whilst playing.
When playing MMORPGs, data shows that players are
playing for entertainment and are not always aware of the process of second
language gain taking place. Thus, they learn to game. In other words, they are
only learning the language to progress in the game. Whilst other players,
although few, have a conscious aim of learning another language; thus, they
game to learn. Evidently, no incentives were required to keep players engaged
in the MMORPGs since they played them for enjoyment. Therefore, this thesis
argues that MMORPGs are useful environments for second language learning.
University of Southampton
Alsaleh, Ziyad
23a6c737-d052-4f7d-8c9d-f13007122596
March 2022
Alsaleh, Ziyad
23a6c737-d052-4f7d-8c9d-f13007122596
Wright, Vicky
5a4085ca-99b1-43d4-92e0-8b36edbcf93a
Zheng, Ying
abc38a5e-a4ba-460e-92e2-b766d11d2b29
Alsaleh, Ziyad
(2022)
Gaming to learn, learning to game: language learning through massively multiplayer online role-playing games (MMORPGs).
University of Southampton, Doctoral Thesis, 511pp.
Record type:
Thesis
(Doctoral)
Abstract
Massively
multiplayer online role-playing games (MMORPGs) are predominately English
language games with a mass number of active players worldwide. Although they
are not designed for second language acquisition, research has shown that they
can offer many opportunities for language learners to improve their second
language. These include 1) Benefits of anonymity provided by personal avatars
lowers language anxiety and other affective barriers to learning (Lee &
Pass, 2014); 2) They are highly motivating venues for learner-centred
autonomous learning(Chik, 2014); 3) They require communication in English
language in order to advance in the game (Chotipaktanasook and Reinders, 2018);
4) They offer exposure to rich sources of written and oral target language input
(Newgarden and Zheng, 2016); 5) They offer a collaborative environment leading
to the possibility of co-construction of knowledge (Peterson, 2016); and 6)
They provide access to contexts supporting peer-based learning (Rama et al.,
2012).
This research explores the advantages offered by
MMORPGs in learning a second language. Data collection was separated into two
phases: 1) interviews were conducted with English learners to investigate how
they self-regulate their language learning whilst playing MMORPGs; and 2)
observations and stimulated recalls were conducted to investigate how MMORPGs
foster second language development. Findings highlighted the authentic social
interactions conducted by participants while playing, how MMORPGs scaffold
second language development, participants’ perceived second language outcome
from playing, their attitudes toward second language learning from MMORPGs, and
how they self-regulate their second language learning whilst playing.
When playing MMORPGs, data shows that players are
playing for entertainment and are not always aware of the process of second
language gain taking place. Thus, they learn to game. In other words, they are
only learning the language to progress in the game. Whilst other players,
although few, have a conscious aim of learning another language; thus, they
game to learn. Evidently, no incentives were required to keep players engaged
in the MMORPGs since they played them for enjoyment. Therefore, this thesis
argues that MMORPGs are useful environments for second language learning.
Text
DSoctoral_Thesis_ZIYAD ALSALEH
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Published date: March 2022
Identifiers
Local EPrints ID: 471918
URI: http://eprints.soton.ac.uk/id/eprint/471918
PURE UUID: 714c2da2-7bf9-461f-8aa2-9f5025a20f7c
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Date deposited: 22 Nov 2022 17:44
Last modified: 17 Mar 2024 03:33
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