Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture

David O. Neville, Brett E. Shelton, Brian McInnis

Research output: Contribution to journalArticlepeer-review

70 Scopus citations

Abstract

The essay reports on a mixed-methods study using an interactive fiction (IF) game to teach German vocabulary, reading, and culture to university students. The study measured knowledge retention and transfer, and evaluated the attitudes of students toward the game. The results tentatively indicate that contextualized, immersive role play may have helped students to learn. Nevertheless, most students were apprehensive about the game as a learning platform given the departure from traditional instruction. New research findings related to the software design and development process, and student involvement in this process, are also discussed.

Original languageEnglish
Pages (from-to)409-424
Number of pages16
JournalComputer Assisted Language Learning
Volume22
Issue number5
DOIs
StatePublished - 1 Dec 2009

Keywords

  • CALL
  • digital game-based learning (DGBL)
  • instruction of reading, vocabulary, and culture

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