An investigation of the language learning opportunities in collaborative dialogues during tabletop game play

Background: Tabletop games have been a frequent addition to task-based classroom activity. Aim: This study investigates the potential differences in learning opportunities that arise during collaborative dialogues between learners as they play tabletop games that differ in how they utilize player interaction. Methods: This study uses a qualitative analysis of task transcripts using the construct of the Language Related Episode. Results: Tasks did not produce any major differences in quality or number of LREs between games, but across games a vast majority of LREs were prompted specifically by cards with text during the game. Conclusion: Tabletop games may not afford an abundance of specific language talk, but more research is necessary to get a better idea of how learners handle L2 gaps during gameplay.

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Publication Details

Journal
Ludic Language Pedagogy
Published
2024-11-05
DOI
https://doi.org/10.55853/llp_v6art2
Citations
1
Primary Topic
EFL/ESL Teaching and Learning
Type
article
Field-Weighted Citation Impact
2.78
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article

An investigation of the language learning opportunities in collaborative dialogues during tabletop game play

Robin David Reid
1 citations
Ludic Language Pedagogy
EFL/ESL Teaching and Learning
2.78
article

An investigation of the language learning opportunities in collaborative dialogues during tabletop game play

Robin David Reid
article en
1 citations

Abstract

Background: Tabletop games have been a frequent addition to task-based classroom activity. Aim: This study investigates the potential differences in learning opportunities that arise during collaborative dialogues between learners as they play tabletop games that differ in how they utilize player interaction. Methods: This study uses a qualitative analysis of task transcripts using the construct of the Language Related Episode. Results: Tasks did not produce any major differences in quality or number of LREs between games, but across games a vast majority of LREs were prompted specifically by cards with text during the game. Conclusion: Tabletop games may not afford an abundance of specific language talk, but more research is necessary to get a better idea of how learners handle L2 gaps during gameplay.

Ludic Language PedagogyVol. 6
Fukui University of Technology (JP)
Quality Education
Openalex Percentile: Top 8%
EFL/ESL Teaching and Learning
2.78
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