The JALT CALL Journal

Published in association
with the JALT CALL SIG



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DOI: 10.29140/jaltcall.v18n3.764
Open Access

Japan university EFL students’ experience, attitudes, and perceived effectiveness of watching gameplay for language-learning purposes

Shawn Andersson

– Digital Game-based Language Learning (DGBLL) is a field that promotes language learning by combining game entertainment and mechanics inducive to learning.


Author(s)

Paper type

Regular Articles

Pages

412-443

DOI

https://doi.org/10.29140/jaltcall.v18n3.764

Year



Abstract

Digital Game-based Language Learning (DGBLL) is a field that promotes language learning by combining game entertainment and mechanics inducive to learning. Researchers have proposed evidence of various language-learning benefits, yet downsides persist, such as negative stigmas, fewer female participants, and potential adverse learning consequences from splitting one’ s attention between interactivity and language learning. Recently, watching gameplay popularity has seen exponential growth, yet the potential for language-learning applications has not been considered. Soliciting stakeholders’ experience, attitudes, and perceived effectiveness is a critical determiner of user adoption for new technologies, predicting implementation success. This study first addresses the merit of watching gameplay as a pedagogical method through an overview of the available literature, concentrating on areas of insufficiency and opportunity. It then investigates students’ experience and perceptions to consider feasibility from a practical standpoint through a survey of 139 university students in Japan. The main findings include a higher proportion of watchers than players, including a higher percentage of females; positive responses regarding ease of use, learning opportunities, and preference, especially for learners who play or watch games. But learners also expressed a need for scaffolding support while voicing limitations in the perceived quality and practicality of the learned language.

Suggested citation

Andersson, S. (2022). Japan university EFL students' experience, attitudes, and perceived effectiveness of watching gameplay for language-learning purposes. The JALT CALL Journal, 18(3), 412–443. https://doi.org/10.29140/jaltcall.v18n3.764