Learning English with The Sims: exploiting authentic computer simulation games for L2 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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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).”
From Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis (2022) · cites this paper as Ranalli (2008)
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.”
From Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis (2022) · cites this paper as Ranalli (2008)
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).”
From Incidental vocabulary learning from digital games: the predictive role of game playing time, foreign language motivation, and anxiety (2026) · cites this paper as Ranalli, 2008
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Calvo-Ferrer, J. R. (2021) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2021070103 · Cited by 13 · see citing works
La enseñanza del español mediada por tecnología
Muñoz–Basols, J., Gutiérrez, M. F., & Cerezo, L. (2023) · Routledge eBooks · doi:10.4324/9781003146391 · Cited by 18 · see citing works
Adventures with Anxiety: Gender bias in using a digital game for teaching vocational English
Ahmadian, S., Brevik, L. M., & Öhrn, E. (2024) · Journal of Computer Assisted Learning · doi:10.1111/jcal.13006 · Cited by 17 · see citing works
deHaan, J. W. (2020) · Ludic Language Pedagogy · doi:10.55853/llp_v2wt1 · Cited by 13 · see citing works
Mortaji, L. E. (2022) · English Language Teaching · doi:10.5539/elt.v15n2p31 · Cited by 13 · see citing works
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Comparison of Traditional and Video Mediated Learning of English: Tracking a New Approach
Yousefi, S. (2014) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2014.03.626 · Cited by 12 · see citing works
Jia, W., Zhang, L., Pack, A., Guan, Y., & Zou, B. (2024) · Language Learning & Technology · doi:10.64152/10125/73554 · Cited by 14 · see citing works
“First, many studies do not clearly define their vocabulary or word knowledge type, instead opting to generalize using the umbrella terms of “vocabulary learning” or “vocabulary acquisition” (e.g., Ranalli, 2008; Wu, 2018).”
Background
- Authors
- Ranalli, J.
- Affiliations
- Iowa State University (US)
- Corresponding author
- Ranalli, Jim
- ORCID
- Ranalli, Jim
- Venue
- Computer Assisted Language Learning
- Publisher
- Informa UK Limited
- 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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