Campus Units

English

Document Type

Article

Publication Version

Accepted Manuscript

Publication Date

2008

Journal or Book Title

Computer Assisted Language Learning

Volume

21

Issue

5

First Page

441

Last Page

455

DOI

10.1080/09588220802447859

Abstract

With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be enhanced with support materials to allow students to enter and make use of them for learning? This classroom-based investigation looked into whether the best selling game The SIMs™ could be rendered pedagogically beneficial to university-level ESL learners by means of supplementary materials designed to meet criteria for CALL task appropriateness. The mixed-methods study found statistically significant improvements in vocabulary knowledge, as well as a generally positive reaction to the modifications among users.

Comments

This is an Accepted Manuscript of an article published by Taylor & Francis in Computer Assisted Language Learning on November 19, 2008, available online: http://www.tandf.com/10.1080/09588220802447859.

Copyright Owner

Taylor & Francis

Language

en

File Format

application/pdf

Published Version

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