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Articles

Digital simulation games in CALL: a research review

Pages 943-967 | Published online: 27 Jul 2021
 

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.

Disclosure statement

No potential conflict of interest was reported by the author.

Funding

This research was supported by JSPS grant number: 19H01120.

Additional information

Notes on contributors

Mark Peterson

Dr Mark Peterson is currently associate professor of foreign language studies at Kyoto University Japan. Dr Peterson has published widely in the field of computer assisted language learning and is the author of Computer Games and Language Learning (2013) and editor of New Technological Applications for Foreign and Second Language Learning and Teaching (2020), Digital Games and Language Learning: Theory, Development and Implementation (2021). He established and now directs a research laboratory (https://petersonlab.weebly.com) dedicated to exploring the effective application of digital technologies in language education.

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