The JALT CALL Journal

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with the JALT CALL SIG



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This work is licensed under a Creative Commons Attribution 4.0 International License.

DOI: 10.29140/jaltcall.v19n1.681
Open Access

Attitudes towards digital game-based language learning among Japanese university students

Michael Hofmeyr 0000-0003-2852-8539

– The notion that digital games can be effectively employed as tools for learning and teaching has steadily been gaining traction among educational theorists and researchers, with numerous empirical studies pointing to the potential benefits of games for skill and knowledge development.


Author(s)

Paper type

Regular Article

Pages

26-52

Year

DOI

https://doi.org/10.29140/jaltcall.v19n1.681



Abstract

The notion that digital games can be effectively employed as tools for learning and teaching has steadily been gaining traction among educational theorists and researchers, with numerous empirical studies pointing to the potential benefits of games for skill and knowledge development. However, a solid understanding of learners’ attitudes and concerns regarding this relatively novel pedagogical approach is also necessary for effective implementation in formal learning contexts. It cannot be taken for granted that today’s learners will accept game-based approaches simply because these learners tend to be more accustomed to advanced technologies than those of previous generations. The aim of this mixed-methods empirical study is thus to help elucidate learner beliefs and attitudes regarding digital game-based language learning with survey data collected from 112 undergraduate student participants at a large public university in Japan. The findings reveal that learners generally held positive attitudes towards DGBLL before taking part in any intervention and, after playing a cooperative digital game over six weekly sessions, reported stronger positive attitudes towards this pedagogical approach. In contrast to the results of earlier studies, gender was not found to be a statistically significant predictor of attitude towards DGBLL in this sample. However, two other demographic factors, namely information technology literacy and digital gaming experience, correlated positively with several measures of attitude. The learners considered enjoyment to be the most important advantage of using digital games for language learning. However, many also expressed doubts regarding the effectiveness of game-based language education.

Suggested citation

Michael Hofmeyr. (2023). Attitudes towards digital game-based language learning among Japanese university students. The JALT CALL Journal, 19(1), 26–52. https://doi.org/10.29140/jaltcall.v19n1.681

 

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