Cited by 133Educational Games and GamificationEFL/ESL Teaching and LearningEnglish Language Learning and Teaching

3D Role-Playing Games as Language Learning Tools

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Rankin, Yolanda, Gold, Rachel, Gooch, Bruce·2006·The Eurographics Association

Abstract

Leveraging the experiential cognition and motivational factors of 3D games, we conduct a pilot study that utilizes Ever Quest 2 as pedagogical learning tool for English as a second language (ESL) students. We combine the benefits of massive multiplayer online role-playing games (MMORPGs) and second language methodology to create a digital learning environment for second language acquisition (SLA). Rather than using traditional computerassisted language learning (CALL) software, we explore the immersive, virtual environment of Ever Quest 2 as ESL participants assume virtual identities and engage in social interactions within the game world. We suggest that language becomes a crucial artifact for character development and completion of game tasks in the virtual world. Preliminary results demonstrate that Ever Quest 2 intermediate and advanced ESL students increase their English vocabulary by 40% as result of game play interactions with non-playing characters (NPCs). Furthermore, intermediate and advanced ESL students practice their conversational skills with playing characters (PCs), generating a 100% increase in chat messages during eight sessions of game play. These results lead to the conclusion that MMORPGs can provide motivation and adequate language learning support for intermediate and advanced ESL students.

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DataCite · 10.2312/eged.20061005

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24 of 24 references verified0 citation errors · 0 not checkable

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  • This study is the first (of size) to specifically zoom in on the relation between the types of games played and L2 vocabulary.

    “While some have suggested that MMOs may be more beneficial for L2 learning than other types of games (e.g., Peterson, 2012; Rankin et al., 2006), to my knowledge, this study is the first (of size) to specifically zoom in on the relation between the types of games played and L2 vocabulary.”

    From Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary (2019) · cites this paper as Rankin et al., 2006

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Authors
Rankin, Y., Gold, R., & Gooch, B.
Venue
The Eurographics Association
Publisher
The Eurographics Association
Published
2006
Pages
33-38
OpenAlex
W2259752226
Cited by
131
References
24
Citations by year
2025: 2 · 2024: 18 · 2023: 5 · 2022: 7 · 2021: 9 · 2020: 9 · 2019: 11 · 2018: 14 · 2017: 4 · 2016: 8 · 2015: 14 · 2014: 9 · 2013: 6 · 2012: 9
FWCI
1.70
Type
journal article
Language
en
Open access
Locations
Eurographics
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
  • Physical Sciences › Computer Science › Information Systems › English Language Learning and Teaching
Keywords
massive multiplayer online role-playing games, English as a second language, second language acquisition, game-based language learning, virtual identity, vocabulary acquisition, conversation skills, computer-assisted language learning, student motivation, immersive virtual environments

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