The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential of these games as arenas for language learning (Peterson, 2013). This paper will analyze the findings of exploratory research focusing on the use of the MMORPG Cube World involving a group of EFL learners based at a university in Japan. Data analysis of text chats, learner feedback and in-class video recordings revealed that the interactive language exchanges between players when they communicate and collaborate with each other in the game appear potentially beneficial for language learners. The data further showed that the participants viewed language learning through Cube World as fun and motivating. This suggests that learner participation in network-based MMORPGs provides an arena for learner centered social interaction that offers valuable opportunities for target language practice. MMORPGs offer the potential to enhance communicative competence; however, this research also highlights the need for additional studies.
CITATION STYLE
Goh, S. L. (2016). Learning strategies and learner attitudes in the massively multiplayer online role-playing game cube world. JALT CALL Journal, 12(3), 203–216. https://doi.org/10.29140/jaltcall.v12n3.208
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