Using a 3D online game to assess students’ foreign language acquisition and communicative competence
This study focuses on generating empirical evidence of the educational potential of digital games, and investigates how participation in online games impacts students’ interactive and communicative competencies in the L2, which factors influence these competencies and their expressions in communication with other players, and whether gaming affects accuracy and fluency in the target language. In a departure from previous studies investigated for his collection, the study’s authors have chosen not to use virtual worlds or MMORPGs in order to have more input in task design and ease of play. The authors justified this choice by identifying the learners in the study as CEFR level A1 users (denoting low-beginner level students), resulting in a need for more controlled activities.
The instructors used cooperative learning framework to design the course and game, which grouped the students into teams. Students were Spanish speaking learners of German, and the tasks were built around directional instructions requiring the use of specific preposition forms and use of the dative or accusative case. To employ these forms, students played multiple levels of a game in which scaffolded tasks: level one was a matching activity, and level two was an info gap activity which prompted cooperative play by giving one student control of the controller, and another student control of a view of the room layout needed to complete the task. Students then must work together to rearrange the objects in the room to match the view provided. This cooperation was facilitated by text-based chat.
For the study, the authors selected twelve students from this group (six most active, and six less active in gameplay) and organized them into teams. They grouped the students according to their activity levels within the game and demonstrated WTC in in-class interactions, and analyzed their in-game interactions via transcripts of their chat logs. The authors also gave students a pre- and post-test in order to determine impact on communicative competence. When analyzed, the texts showed reduced accuracy, but increased use of the target language to communicate, particularly on the part of students previously identified as having low WTC. The authors posit that WTC may not necessarily relate to accuracy. Because the sample size is so low, the authors suggest further research is necessary in order to replicate the results.
Berns, A., Palomo-Duarte, M., Dodero, J. M., & Valero-Franco, C. (2013). Using a 3D online game to assess students’ foreign language acquisition and communicative competence. Lecture Notes in Computer Science, 8095, 19-31.