Effectiveness of MMORPG-based instruction in elementary English education in Korea
Abstract
Abstract This study investigated the effectiveness of massive multiplayer online role‐playing game (MMORPG)‐based (massive multiplayer online role‐playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face‐to‐face instruction and the independent variables (gender, prior knowledge, motivation for learning, self‐directed learning skills, computer skills, game skills, computer capacity, network speed, and computer accessibility) were examined to see how accurately achievement was predicted in MMORPG instruction. The results indicated that students studying English utilizing online role‐playing games showed higher scores in areas of listening, reading, and writing than those who attended face‐to‐face instruction classes. It was also found that prior knowledge, motivation for learning, and network speed were factors affecting achievement in English learning. These findings suggest that MMORPGs can play an important role in improving English communicative skills.
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This finding neither concurs with the results of other research demonstrating the facilitative effects of gaming on foreign language achievement (e.g., Ref. [63,64]), nor with the results showing that exam grades are negatively correlated with gaming frequency [28,29].
“This finding neither concurs with the results of other research demonstrating the facilitative effects of gaming on foreign language achievement (e.g., Ref. [63,64]), nor with the results showing that exam grades are negatively correlated with gaming frequency [28,29].”
From Exploring the relationship between digital gaming, language attitudes, and academic success in EFL university students (2024) · cites this paper as [63]
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An Overview of Online Games and Their Effects on Adolescents
Qu, X. (2023) · Open Journal of Social Sciences · doi:10.4236/jss.2023.1111021 · Cited by 13 · see citing works
Beck, D. E., & Perkins, R. A. (2014) · Journal of Virtual Worlds Research · doi:10.4101/jvwr.v7i1.7077 · Cited by 13 · see citing works
A Systematic Review of Video Games for Second Language Acquisition
Li, J. (2019) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-7998-0246-4.ch021 · Cited by 13 · see citing works
Synthesis of Research on Video Games for the Four Second Language Skills and Vocabulary Practice
Yudintseva, A. (2015) · Open Journal of Social Sciences · doi:10.4236/jss.2015.311011 · Cited by 13 · see citing works
A Review of Research on the Application of Digital Games in Foreign Language Education
Peterson, M., White, J. S., Mirzaei, M. S., & Wang, Q. (2021) · IGI Global eBooks · doi:10.4018/978-1-6684-3710-0.ch094 · Cited by 12 · see citing works
Universal Language Translator: Is This the Future or the Doom of Language Learning?
Syafrony, A. I., & Kusuma, V. A. (2022) · Jurnal Humaya Jurnal Hukum Humaniora Masyarakat dan Budaya · doi:10.33830/humayafhisip.v2i2.4107 · Cited by 11 · see citing works
Fajt, B. (2021) · Working papers in language pedagogy · doi:10.61425/wplp.2021.16.36.53 · Cited by 9 · see citing works
Chotipaktanasook, N., & Reinders, H. (2018) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-5225-5140-9.ch018 · Cited by 11 · see citing works
- Authors
- Suh, S., Kim, S. W., & Kim, N. J.
- Affiliations
- Chuncheon National University of Education (KR)
- Ajou University (KR)
- Yonsei University (KR)
- Corresponding author
- Suh, S.
- Venue
- Journal of Computer Assisted Learning
- Publisher
- Wiley
- Published
- 2010-09-15
- Volume
- 26
- Issue
- 5
- Pages
- 370-378
- ISSN
- 0266-4909 (ISSN-L)
- 1365-2729
- OpenAlex
- W1929089037
- Cited by
- 190
- References
- 31
- Citations by year
- 2026: 4 · 2025: 9 · 2024: 8 · 2023: 9 · 2022: 20 · 2021: 21 · 2020: 10 · 2019: 22 · 2018: 18 · 2017: 11 · 2016: 10 · 2015: 13 · 2014: 16 · 2013: 9 · 2012: 6
- FWCI
- 11.66
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Journal of Computer Assisted Learning (publishedVersion)
- 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
- MMORPG, massive multiplayer online role-playing games, game-based learning, elementary English education, English as a foreign language, face-to-face instruction comparison, English achievement, prior knowledge, student motivation, autonomous learning ability, network speed, computer accessibility
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