Digital simulation games in CALL: A research review

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Abstract

This paper reviews the literature on the use of digital simulation games in computer-assisted language learning (CALL). The discussion explores research approaches, contexts, methodologies, findings, trends and issues in peer-reviewed research that has investigated the use of this type of digital game over the period 2005 to 2020. Results showed that in a majority of studies, a simulation game was implemented in an experimental project. In terms of research context, most studies were carried out in universities in North America and EFL students were the most common participants. Most studies involved the collection and analysis of both quantitative and qualitative data. The majority of studies investigated vocabulary learning and data indicates that playing this type of game may enhance L2 vocabulary knowledge and retention. In addition, positive findings relating to affective factors are reported across the majority of projects. Analysis reveals that research is focused primarily on the above areas and that other aspects of learning remain under researched. It was also found that studies are subject to significant limitations. As findings from the current body of research are not conclusive, more work appears needed in order to clarify if simulation games represent an effective means to enhance learning outcomes. The discussion concludes by identifying areas of interest for investigation in future research and practice.

Citation

Relevant Evidence Summaries

The evidence was reviewed and included in the following summaries: 

What strategies are effective for English language acquisition in newcomer populations?

This evidence summary, authored by Switchboard, provides an overview of the current evidence on the effectiveness of various interventions for English language learning among newcomers. It addresses two crucial questions: Are there specific elements of English language acquisition programs for newcomer populations that are more effective or efficient than others? What role does technology play…

About this study

AGE: Multiple Age Groups

DIRECTION OF EVIDENCE: Positive impact

FULL TEXT AVAILABILITY: Paid

HOST COUNTRY: Multiple countries

HOST COUNTRY INCOME: High

INTERVENTION DURATION: Various

INTERVENTION: Digital simulation games

OUTCOME AREA: Education

POPULATION: Immigrants

REGION OF ORIGIN OF PARTICIPANT(S): Multiple Regions

STRENGTH OF EVIDENCE: Strong

TYPE OF STUDY: Systematic review

YEAR PUBLISHED: 2023

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