Book Review “Digital Games in Language Learning and Teaching” Palgrave, Macmillan 2011 Author: Hayo Reinders
Why are digital games so interesting for teaching? Trying to answer the question I read the book and found several answers. Although the book was written two years ago, it is by no means out of date. First of all, it is a compilation of many contributions made by language teachers and linguists experimenting with all kinds of digital games during the past decades. As the author puts it: “The diversity of contributions in the book is united by the belief that the rationale for instructional intervention, including the use of games, should be pedagogically sound.”
The author goes through the history of digital games and their development first; later he talks about educational games in modern times offering an insight into experiments and findings at different universities. I was especially interested in the use of MMORPG’s in class as they are -in my opinion- very useful for the purpose of teaching English as a foreign language. One of the most interesting questions arising was what principles do we need for designing video games in order to learn a language. Important factors to consider are learning objectives, should the game be text based or should students rather speak? Do we need written or oral interaction and language production? Should we have grammar in the game? And what kind of exercises should our students complete? Grammar bits, collocation or other exercises like in old “games”? (“games” is what some of us now call gap, crossword or matching “exercises” for instance.) (An example for grammar exercises/ games that can be integrated in educational sites and platforms is Hot Potatoes) The exercises have to be considered, but what else makes a successful language learning video game? According to the author; video games for teaching must have the following characteristics:
Teaching language and literacy through games is easy when it involves problem solving activities, not just skills for passing tests. The games should have in situ problems instead of drill. An example for game play and literacy mentioned by the author is iSTART-ME, a game originally created to learn reading. The old game was coached and had many activities like guessing, alternatives and collocation. It has been developed; now it is used for helping students read difficult texts.
The advantages of video games in language learning are:
a) Learner’s fears are bypassed by creating situations where engagement is needed.
b) Learners gain metalinguistic and metacognitive skills at low levels by having to solve engaging and motivating problems.
c) Learners also have to situate meanings, associate words with images and actions and engage in dialogues in order to achieve goals; games put a face to the name, so learners can better understand and remember meaning.
The main advantage of using digital games at school is that they combine linguistics, literacy, computer sciences and second language acquisition in new teaching environments. New teaching environments mean non-linear environments where informal learning with technology is possible. Games that can be adapted for teaching have, for example, immersive environments where situated learning takes place; they motivate to keep on learning, think of World of Warcraft (WoW) for example. Computer games in language education in general integrate learning into the socio cultural context of learner’s lives encouraging collaboration and lifelong learning inside and outside the classroom.
Games can indeed motivate and encourage the use of the target language offering opportunities for negotiation, but do they really result in a greater uptake in second or third language acquisition? The answer is worth while reading in the book where you’ll find interesting points of view and many insights into creative collaboration among teachers. What we can do in future is learn more from video games and adapt “mobile-free” lessons to non-linear learning, focus on problems and learning by doing and, of course, adapt video games for class use.