SHS Web of Conf.
Volume 180, 20232023 International Conference on Education, Psychology and Cultural Communication (ICEPCC 2023)
|Number of page(s)
|Holistic Perspectives on Child Development: From Education to Mental Health
|15 December 2023
Not just Playing: Potential in Enhancing Second Language Learning through Games
School of Animation and Digital Arts, Communication University of China, Chaoyang District, Beijing, 100024, China
* Corresponding author: email@example.com
Game-based interaction is a new and exciting approach to second language (L2) learning in language classrooms worldwide. This paper aims to explore the potential of using vernacular games as a tool to improve L2 skills. By reviewing previous studies, the paper discusses how games can combine self-motivated and passive learning to make L2 learning more enjoyable and effective. The paper explores the possibilities of studying L2 with games’ wide range of contexts, such as audio, visual content, puzzles, and stories. It then provides suggestions for utilizing vernacular games, such as using short L2 commands, switching to an L2 server, changing long text to L2, and guessing games in long texts, visual aids, and gestures. This paper concludes that adjusted vernacular games can help with learning L2, but learners should balance gaming and actual learning. Seeking professional guidance may be helpful in leveraging the potential of incorporating games into language learning. However, more research is needed to determine how games can best support L2 learning regarding various issues such as drawings or gestures’ impact on memorization and learners’ self-control in gaming.
© The Authors, published by EDP Sciences, 2023
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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