Affordances for In-Game Interaction and Language Learning Through Children's Collaborative Play in Minecraft

Playing video games engages children and youth and offers a potential for learning in general and situated language learning in particular. The aim of this paper is to explore the situated conditions and affordances for facilitating in-game interaction, as well as to discuss the language learning potential and educational implications of these conditions. In this paper, this is discussed through two datasets: a) a pre-study, a survey among students in grades 4–7 (n = 65), as well as b) playtests with child volunteers (n = 6), conducted in pairs in a laboratory setting. The results are discussed in relation to interactional practices, what game genres and mechanics are relevant to tandem language learning and the implications that in-game competence might have on such learning.

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Publication Details

Journal
International Journal of Game-Based Learning
Published
2025-03-05
DOI
https://doi.org/10.4018/ijgbl.370559
Citations
2
Primary Topic
Child Development and Digital Technology
Type
article
Field-Weighted Citation Impact
17.85

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article

Affordances for In-Game Interaction and Language Learning Through Children's Collaborative Play in Minecraft

Sandra Bäck, Matilda Ståhl, Katri Hansell, Mattias Wingren
2 citations
International Journal of Game-Based Learning
Child Development and Digital Technology
17.85
article

Affordances for In-Game Interaction and Language Learning Through Children's Collaborative Play in Minecraft

Sandra Bäck, Matilda Ståhl, Katri Hansell, Mattias Wingren
article en
2 citations

Abstract

Playing video games engages children and youth and offers a potential for learning in general and situated language learning in particular. The aim of this paper is to explore the situated conditions and affordances for facilitating in-game interaction, as well as to discuss the language learning potential and educational implications of these conditions. In this paper, this is discussed through two datasets: a) a pre-study, a survey among students in grades 4–7 (n = 65), as well as b) playtests with child volunteers (n = 6), conducted in pairs in a laboratory setting. The results are discussed in relation to interactional practices, what game genres and mechanics are relevant to tandem language learning and the implications that in-game competence might have on such learning.

International Journal of Game-Based LearningVol. 15(1)
Åbo Akademi University (FI), Tampere University (FI)
Svenska Kulturfonden
Quality Education
Openalex Percentile: Top 2%
Child Development and Digital Technology
17.85
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Affordances for In-Game Interaction and Language Learning Through Children's Collaborative Play in Minecraft — Sandra Bäck, Matilda Ståhl, et al. · International Journal of Game-Based Learning (2025) | TGRS Research Map | TGRS