TY - JOUR
T1 - Cybertext redux
T2 - using digital game-based learning to teach L2 vocabulary, reading, and culture
AU - Neville, David O.
AU - Shelton, Brett E.
AU - McInnis, Brian
N1 - Publisher Copyright:
© 2009, Copyright Taylor & Francis Group, LLC.
PY - 2009/12/1
Y1 - 2009/12/1
N2 - 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.
AB - 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.
KW - CALL
KW - digital game-based learning (DGBL)
KW - instruction of reading, vocabulary, and culture
UR - http://www.scopus.com/inward/record.url?scp=77956591825&partnerID=8YFLogxK
U2 - 10.1080/09588220903345168
DO - 10.1080/09588220903345168
M3 - Article
AN - SCOPUS:77956591825
SN - 0958-8221
VL - 22
SP - 409
EP - 424
JO - Computer Assisted Language Learning
JF - Computer Assisted Language Learning
IS - 5
ER -