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.

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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
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article

Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning

Sangmin‐Michelle Lee, Danyang Zhang, Junjie Gavin Wu, Junhua Xian
5 citations
International Journal of Computer-Assisted Language Learning and Teaching
Educational Games and Gamification
17.22
article

Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning

Sangmin‐Michelle Lee, Danyang Zhang, Junjie Gavin Wu, Junhua Xian
article en
5 citations

Abstract

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.

International Journal of Computer-Assisted Language Learning and TeachingVol. 15(1)
Shenzhen University (CN), Kyung Hee University (KR), Macao Polytechnic University (MO)
Openalex Percentile: Top 1%
Educational Games and Gamification
17.22
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