Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to the emerging availability of these new technologies. This position paper begins with a short review of the educational benefits of DGBLL, followed by a discussion of the use of AR/VR in language learning. To illustrate the potential use of AR/VR in DGBLL, recent empirical studies are reviewed. Based on this analysis, a new model for integrating AR/VR in DGBLL is proposed. The paper ends with suggestions for how DGBLL with AR/VR technologies can be used in future educational endeavors.
Authors
- Sangmin‐Michelle Lee (ORCID: https://orcid.org/0000-0002-7686-3537)
- Danyang Zhang (ORCID: https://orcid.org/0000-0003-2514-9488)
- Junjie Gavin Wu (ORCID: https://orcid.org/0000-0003-4937-4401)
- Junhua Xian (ORCID: https://orcid.org/0009-0001-0585-7535)
Institutions
- Shenzhen University (CN)
- Kyung Hee University (KR)
- Macao Polytechnic University (MO)
Publication Details
- Journal
- International Journal of Computer-Assisted Language Learning and Teaching
- Published
- 2025-01-16
- DOI
- https://doi.org/10.4018/ijcallt.367601
- Citations
- 5
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 17.22