Kotoba Rollers

JALT2018 Presentation

Game-based language learning:
It’s not all fun and games

The aim of this presentation was to:

  1. Give an overview of the main research trends of GBLL
  2. Compare GBLL to gamification
  3. Provide details of my own approach to TBLT-informed GBLL
  4. Give advice to those interested in GBLL

This post contains the presentation slides and references.



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  • Scholz, K., & Schulze, M. (2017). Digital-Gaming Trajectories and Second Language Development. Language Learning & Technology, 21(1), 100–120.
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human – Computer Studies, 74, 14-31. doi:10.1016/j.ijhcs.2014.09.006
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  • Zhang, Y., Song, H., Liu, X., Tang, D., Chen, Y., & Zhang, X. (2017). Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms. Frontiers in Human Neuroscience, 11(March), 1–7.
  • Zheng, D., Newgarden, K., & Young, M. F. (2012). Multimodal analysis of language learning in World of Warcraft play: Languaging as Values-realizing. ReCALL, 24(03), 339–360.

Thanks for reading!