Cited by 273Educational Games and GamificationEnglish Language Learning and TeachingEFL/ESL Teaching and Learning

Learning English with The Sims: exploiting authentic computer simulation games for L2 learning

Ranalli, Jim·2008·Computer Assisted Language Learning

Abstract

With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be enhanced with support materials to allow students to enter and make use of them for learning? This classroom-based investigation looked into whether the best selling game The SIMs™ could be rendered pedagogically beneficial to university-level ESL learners by means of supplementary materials designed to meet criteria for CALL task appropriateness. The mixed-methods study found statistically significant improvements in vocabulary knowledge, as well as a generally positive reaction to the modifications among users.

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Crossref · 10.1080/09588220802447859

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31 of 31 references verified0 citation errors · 0 not checkable

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  • Ranalli (2008) found greater gains for learners who played the SIMs and also received supplementary material versus those who played the game without the supplementary material.

    “Ranalli found greater gains for learners who played the SIMs and also received supplementary material versus those who played the game without the supplementary material (p. 10).”
  • Findings support Ranalli (2008) that developing supplementary materials appear to be well worth the effort for teachers.

    “Nevertheless, findings do support those of Ranalli (2008) in that developing supplementary materials appear to be well worth the effort for teachers.”
  • Studies in digital games have predominantly focused on games developed for educational purposes, while the language-learning potential of commercially available games that learners choose voluntarily has received limited attention.

    “Moreover, studies conducted within the context of digital games have predominantly focused on games developed for educational purposes, while the language-learning potential of commercially available games that learners choose to engage with voluntarily has received limited attention (Chen and Hsu, 2020; Peterson et al., 2020; Ranalli, 2008).”

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Authors
Ranalli, J.
Affiliations
Iowa State University (US)
Corresponding author
Ranalli, Jim
Venue
Computer Assisted Language Learning
Published
2008-11-19
Volume
21
Issue
5
Pages
441-455
ISSN
  • 0958-8221 (ISSN-L)
  • 1744-3210
OpenAlex
W2042957510
Cited by
269
References
31
Citations by year
2026: 9 · 2025: 14 · 2024: 26 · 2023: 6 · 2022: 21 · 2021: 21 · 2020: 36 · 2019: 14 · 2018: 23 · 2017: 11 · 2016: 10 · 2015: 17 · 2014: 16 · 2013: 12 · 2012: 12
FWCI
12.29
Type
journal article
Language
en
Open access
closed
Locations
  • Computer Assisted Language Learning (publishedVersion)
  • Iowa State University Digital Repository (Iowa State University) (submittedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Information Systems › English Language Learning and Teaching
  • Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
Keywords
The Sims, computer simulation games, serious games, English as a second language, vocabulary acquisition, supplementary learning materials, game-based language learning, ESL learners, virtual worlds

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