How video games help language learning

Charlotte Guest
Two people playing video games on the sofa together
Okuma zamanı: 6 minutes

The evolution of video games and global connectivity

Video games have come a long way since their inception in the late 20th century. From the simple pixelated screens of 'Pong' and 'Space Invaders', we've entered an era where video games are complex, immersive and incredibly detailed. The evolution of video games has not only been technological but also cultural.

With the rise of the internet and online gaming, players from different corners of the world can now connect, collaborate and compete in real-time. This global connectivity has transformed video games into a social platform, where language barriers are often encountered and interestingly, overcome.

Language learning and video games
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The role of video games in language learning

The traditional methods of language learning—textbooks, classroom instruction and language labs—are being complemented by more interactive and engaging tools. Video games have emerged as a surprisingly effective medium for language acquisition. The immersive nature of video games, combined with their interactive elements, makes them an excellent tool for learning new languages. Here are a few ways in which video games facilitate language learning:

Contextual learning: Unlike traditional methods that often rely on rote memorization, video games provide contextual learning. Players are immersed in a virtual world where they must use language to navigate, solve problems and interact with other characters or players.

Motivation and engagement: The gamified nature of video games keeps players motivated and engaged. The desire to progress in the game encourages players to learn and understand the language used within the game.

Real-time communication: Many online multiplayer games require real-time communication with other players. This necessitates the use of language skills, often in a second language, to coordinate actions and strategies.

Increased outlets for multilingual communication

One of the most significant impacts of video games on global communication is the sheer number of outlets they provide for interacting with speakers of different languages. In the past, opportunities for language practice were often limited to classroom settings, travel, or pen-pal programs. Today, video games have dramatically expanded these opportunities, creating a vibrant, multilingual community where language learning can thrive.

Online multiplayer platforms

Online multiplayer platforms like Xbox Live, PlayStation Network and Steam host millions of players from around the world. These platforms facilitate communication through voice chat, text messaging and in-game interactions.

Games like Fortnite, Overwatch and League of Legends have massive international player bases, meaning that players are frequently paired with teammates or opponents who speak different languages. This constant exposure to diverse linguistic environments encourages players to practice and improve their language skills.

Social media integration

Many video games now integrate with social media platforms, allowing players to share their experiences, form communities and communicate outside of the game. Platforms like Discord, Reddit and various game-specific forums provide additional spaces for multilingual interaction.

These communities often include language-specific channels where players can seek help, share tips, or simply chat in their target language, further enhancing their learning experience.

Esports and streaming

The rise of esports and game streaming has also contributed to the multilingual communication landscape. Professional gamers and streamers often interact with a global audience, providing commentary, tutorials and live interactions in multiple languages. Platforms like Twitch and YouTube Gaming enable viewers to engage with content creators and fellow viewers in real-time.

An example of communication in team-based games

One example of language learning through video games is found in team-based games like 'Sea of Thieves'. This is a multiplayer pirate adventure game that relies heavily on teamwork and communication.

In 'Sea of Thieves' players take on the roles of pirates sailing the high seas, searching for treasure and battling other pirate crews. The game requires players to work together to sail their ship, manage supplies and engage in combat. Effective communication is crucial for success.

Imagine a scenario where a team of players from different linguistic backgrounds must work together to sail their ship. One player speaks Spanish, another speaks English and a third speaks French. To navigate effectively, they must communicate instructions such as "raise the anchor," "lower the sails," or "fire the cannons." This situation creates a natural and urgent need for language skills, pushing players to learn and use new vocabulary in real-time.

Another aspect is the potential for negotiation and diplomacy. When encountering another pirate ship, players may have the option to negotiate rather than engage in combat. This requires players to communicate clearly and effectively, often in a language that is not their first. Phrases like "Let's form an alliance," "We come in peace," or "Do you need supplies?" become essential tools for survival and success.

The benefits of language learning through video games

One of the most compelling reasons why language learning in video games can be more enjoyable and effective is the practical need to communicate clearly and efficiently. Unlike traditional learning environments where the practical application of language skills can sometimes feel abstract or distant, video games provide immediate, tangible reasons to use a new language.

In team-based games, clear communication often directly correlates with success. A well-coordinated team that can effectively communicate is more likely to win than a team that struggles with language barriers. This creates a strong incentive for players to learn and use the language of their teammates.

A team that can communicate clearly will be able to execute complex maneuvers, coordinate attacks and manage more effectively than a team that cannot. This practical, real-world application of language skills makes learning more engaging and rewarding. Players are not just learning for the sake of learning; they are learning to win, to achieve goals and to enjoy the game more fully.

The benefits of learning languages through video games extend beyond the virtual world. Here are a few key advantages:

Improved listening and speaking skills: Real-time communication in multiplayer games enhances listening and speaking skills, as players must quickly understand and respond to their teammates. that MMORPGs (Massively Multiplayer Online Role-Playing Games) can significantly improve listening and speaking abilities in a second language.

Cultural awareness: Playing with individuals from different countries exposes players to various cultures and dialects, fostering a sense of global awareness and empathy. can serve as rich sites for intercultural communication and learning.

Problem-solving and critical thinking: The need to solve problems and strategize in a foreign language enhances cognitive skills, making players more adept at thinking on their feet. , where players develop problem-solving skills within meaningful contexts.

Increased vocabulary and grammar: Regular interaction in a second language helps players build their vocabulary and understand grammatical structures in a practical context. The interactive and immersive nature of for vocabulary acquisition and grammatical development.

The future of language learning and video games

As video games continue to evolve and become even more integrated into our daily lives, their potential as tools for language learning will only grow. The interactive and immersive nature of video games makes them an ideal platform for acquiring new languages in a fun and engaging way.

Certain games demonstrate how real-time communication and teamwork can break down language barriers, fostering a sense of global connectivity and cooperation.

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    Myth #2: It replaces learning in the classroom

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    Myth #4:You can't learn in the workplace

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    Is game-based learning technology a waste of time?

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    We feel that game-based learning (GBL) is a waste of time… if not properly understood. Even then, one could argue that "wasting time" is a vital part of learning and perhaps we need to stop insisting that every second counts.

    Game-based learning vs. Gamification: Understanding the difference

    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelgänger, gamification. Gamification is the application of game mechanics and dynamics to non-game contexts to solve problems, engage users and promote desired behaviours. For example, rewarding acheivements with points, awards or badges for achievement, levelling up, using avatars, quests and collaboration are all gamification features, which elevate games above the mundane activities of normal life.

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    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

    Teachers have long introduced games into the learning environment – such as Kim’s Game, Pelmanism and Guess Who? – and the uptake of GBL with digital games is particularly well demonstrated by the work being done by the Institute of Play, and the growing popularity of the likes of Minecraft and SimCity in schools. In terms of our immediate ELT context, pretty much any video game can be repurposed for language learning, in the same way a text, song or website can be. Take, for example, the indie game . Although there is no actual spoken language in the game, the platform puzzle format lends itself perfectly to practising language around predictions or conditionals ("If I pull that lever, the door will open"), recounting events ("I was chased by a giant spider!"), strategising and so on. In this post, we will be referring to existing digital games that have been appropriated into a learning context, as opposed to games that have been designed with a specific educational use in mind.

    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

    How GBL fuels engagement and deeper learning

    The benefits of GBL with digital games are potentially quite profound, however. First, studies indicate that playing video games in general can stimulate the generation of neurons and enhance connectivity between the regions of the brain responsible for memory formation, spatial orientation and strategic thinking. The right pairing of game and learning objectives could be argued to promote situated cognition, a theory that knowledge is constructed through – and inseparable from – social interactions and the context in which they take place. A learner immersed in SimCity stands a much greater chance of understanding the principles of taxation and the provision of public services through playing the role of a mayor, for example, than a learner being walked through the annual budget. As Lim et al. state: “games are effective because learning takes place within a meaningful context where what must be learned is directly related to the environment in which learning and demonstration take place”.

    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.