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.

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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
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article

Promoting ESL Learning Through Game-Based Design: A Case Study of Language Valley

Ying Shen
1 links
Lecture Notes in Education Psychology and Public Media
EFL/ESL Teaching and Learning
article

Promoting ESL Learning Through Game-Based Design: A Case Study of Language Valley

Ying Shen
article en

Abstract

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.

Lecture Notes in Education Psychology and Public MediaVol. 74(1)
University College London (GB)
Quality Education
Openalex Percentile: Top 64%
EFL/ESL Teaching and Learning
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