deHaan, J. (2003). Learning Language through Video Games: A Theoretical Framework, an Evaluation of Game Genres and Questions for Future Research. Retrieved March 10, 2008, from
http://jobfunctions.bnet.com/whitepaper.aspx?docid=127390.
We have discussed about what kinds of video games are most appropriate for language learners. deHaan’s (2003) analysis in the article is very detailed.
deHaan (2003) exemplifies some video games to explore language learning opportunities in sports video games (e.g. Power Pro Baseball 6), virtual pet games (e.g. Monster Rancher, Seaman), role playing games (e.g. Final Fantasy, Metal Gear Solid, resident Evil(Biohazard) and simulation games (e.g. The Sims). According to deHaan’s evaluation, a breakdown of each genre of video games is offered below:
Sports video games e.g.
Power Pro Baseball 6.
1) Aural language linked to actions and textual information
2) The function of “pause” available
3) Repetitive language integrated in a closed system
4) Language learners can decode the language in listening and reading.
5) Language learners have time to decode the language.
6) Language learners have more opportunities to acquire language in repetitions.
Virtual pet games: e.g.
Seaman1) Motivating nature & encouraging responsible repetition of language application to “real life”
2) Highly motivating flash card system
3) When compared with sports games, virtual pet games: a) the learner is bestowed with responsibility for their language choice; b) the language is more applicable to “real life”
The virtual pet game, Seaman gets deHaan’s highest recommendation for its versatility in language learning.
Simulation games: e.g.
The Sims1) Semantic context similar to real life facilitates understanding
2) Language gained in games can be applied in real world
3) The player can decode linguistic items at his/her own pace.
4) Simulation games are best for beginning language learners to learn verbs and imperative (command) forms.
The Sims is a well-known simulation games in learning. deHaan underscores the simulation games’ connections to real life, which will prepare students for “real social life.” In Purushotma’s (2005) research, the MMOG version of The Sims is also recommended for there are chances for second language learns to cooperate with native speakers in playing the online game.
Role playing games e.g.
Final Fantasy, Metal Gear Solid, Resident Evil 1) Strengths
a. Contain the most language of any video game genre
b. conversations presented textually/aurally
c. on-screen commands and items
d. in-game notes, signs, computer screens, books and character diaries
2) Weaknesses
a. Hard to decode for non-advanced language learners & decodable language not applicable to the “real world”
b. No interaction: No function of pause or repeat conversations or cinematic cut-scenes
3) Compared with Seaman
a. Little or no physical interaction from the player
b. No substantial semantic context
c. Little or no comprehensible context in some conversations (e.g. happenings not shown on-screen)
d. Little the player’s conscious input into a conversation
Advanced language learners may take more advantage of RPGs because players cannot control the unrepeated language, so the efficacy of RPG in language learning is still limited. However, deHaan further adds some exceptions in RPGs (e.g. Operator’s Side, DekaVoice), which invite players to have more vocal interactions with the characters. It will be useful to all levels of language learners.
Since there is a lack of video games which are especially designed for language learners, it is very hard to find an all-around game to satisfy language learners’ needs in all four basic skills. Researchers in this field make efforts to dig the potentials of commercial games, which will serve language learners. So, in considering a game for language learners, there should be a stress in a certain aspect. For example, as many researchers find The Sims is a good choice for vocabulary acquisition. Hopefully, with more calls for using games in learning, there will be an engaging game well designed for language learners.
Reference
Purushotma, R. (2005). Commentary: You're not studying, you're just... Language Learning & Technology, 9(1), 80-96.