Digital Games, Literacy and Language Learning in L1 and L2: A comparative systematic review (original) (raw)

2022, L1-Educational Studies in Language and Literature

In this comparative systematic review, we analyse how the use of digital games inside and outside school settings might support primary and secondary students' literacy and language learning in relation to first language (L1) and second language (L2) educational contexts. Our findings indicate widely different patterns from utilising diverse game aspects, theories, and research methodologies in relation to the two different subject areas, which show that they are less convergent than what often is suggested in research that compares the two subjects in a globalised world. The L1 studies indicate positive findings with mainly commercial games in relation to writing, multimodal production, critical literacy, and, partly, to reading. The L2 studies report positive findings with educational games in relation to the investigated language skills (vocabulary, reading, and writing), though with an increasing number of studies conducted in outof-school settings examining commercial gaming practices. We discuss the findings from the two K-12 subjects using a cross-disciplinary perspective, and we suggest directions for future research.

Literacy into action: digital games as action and text in the English and literacy classroom

With Catherine Beavis Using data gathered from a three-year research project exploring digital literacy and pedagogy with respect to video games, including classroom games-based pedagogy and curriculum and ethnographic research on students’ digital game playing, this article locates and explores a key conceptual problem facing the incorporation of digital games into English and literacy classroom activities. This challenge is defined as “action” and refers to the non-visual and non-textual elements of gameplay. This challenge is explored both theoretically and through a practical discussion of various strategies developed by teachers in the project to approach this issue. The article draws on con- temporary game studies in order to map out and highlight several key areas where action-based projects lead to critical reflection. Keywords: computer game and literacy; game literacy; digital literacy and pedagogy; game studies

Literacy in the digital age: Learning from computer games

The need for literacy and the English curriculum to attend to digital literacies in the twenty-first century is well established. Although studies in digital literacies have examined the inclusion of computer games in schools, there has not been an extended study of English teachers incorporating computer games into their teaching and learning through action research projects. This paper outlines the structure and progress of a research project exploring the uses of computer games in English classrooms. We argue that much can be learned about the teaching of both print and digital literacies from examining computer games and young people’s engagement in online digital culture in the world beyond school.

The Use of Video Games in Literacy Education and Development: What Have We Learned

The growth of video gaming popularity has traversed the entertaining area and is finding its place in the educational arena as well. The educational potentials of video games have prompted literacy practitioners and researchers to embark on using video games for the purpose of increasing the quality and productivity of literacy education. The current theoretical article reviews the latest theories and research findings related to the general use of video games in education with an eye towards the literacy instruction in particular. The material selected for this systematic review consisted of both theoretical and empirical articles about the use of video games in learning and teaching of literacy in the educational contexts. Even though there is tangible evidence as to the positive effects of digital games on studentsìearning, there is still a dearth of converging evidence as to the practical benefits of inclusion of video games in literacy education. The available evidence are mostly the results of correlational studies, and we still need a connected research stream in pursuit of finding the predictive potentials of the video gaming in literacy instruction.

Games and Language Learning: an International Perspective

NYSTESOL, 2018

Gee (2003) made a case for how successful digital games embody design principles that are based on an understanding of how people learn. Games have been used for language learning for decades, and the growing popularity of digital games, coupled with improvements in hardware and software, have made them common tools in second language acquisition classrooms. However, empirical research on games and language learning is still relatively scarce. In this paper, we explore the existing evidence on how digital games can and have been used in language learning, with particular focus on studies that originate from outside the United States. The paper examines three categories of studies that focus on different aspects of gameplay: in game-player interactions, in player-player interactions, and in game-player-community interactions. Our paper critically argues how using games can be oversimplified in its application and offers ways that implementation of games and game-like activities can be improved.

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