Promoting ESL Learning Through Game-Based Design: A Case Study of Language Valley
This paper delves into the integral role of game-based learning (GBL) in advancing English as a Second Language (ESL) education, scrutinised through three distinct lenses: theoretical foundations from an affordance perspective, critical evaluation of traditional and gamified methodologies, and the demonstrable superiority of fully integrated GBL frameworks. The first section explores affordance theory, emphasising how GBL leverages affordances such as contextual engagement, adaptivity, and instructional scaffolding to surpass conventional educational approaches. This section also adopts the Theory of Change framework to conclude that GBL offers significant long-term cognitive and motivational benefits for ESL learning. Subsequently, the analysis identifies shortcomings in existing ESL resources, such as textbooks and digital applications, which fail to sustain genuine linguistic proficiency and engagement. By comparing the gamified product with the GBL experience, the advantage of later in ESL learning is further conveyed. The final section presents a case study of Language Valley, a purpose-built game that rectifies these deficiencies. It illustrates how immersive, narrative-centric GBL environments significantly bolster cognitive development, motivational dynamics, and practical language application in an ESL learning context. The paper posits that GBL, focusing on interactive and applicable learning experiences, offers transformative potential in ESL settings, fostering profound and enduring educational outcomes.
Authors
- Ying Shen (ORCID: https://orcid.org/0000-0002-5949-2295)
Institutions
- University College London (GB)
Publication Details
- Journal
- Lecture Notes in Education Psychology and Public Media
- Published
- 2024-11-29
- DOI
- https://doi.org/10.54254/2753-7048/74/2024bo0003
- Primary Topic
- EFL/ESL Teaching and Learning
- Type
- article
- Field-Weighted Citation Impact
- 0.00