메뉴 건너뛰기




Volumn 41, Issue 1, 2010, Pages 72-93

Computerized games and simulations in computer-assisted language learning: A meta-analysis of research

Author keywords

CALL; Computer assisted language learning; Computerized game; Computerized simulation; Effective language learning; Gaming; Meta analysis; MMORPG; MOO; Psycholinguistic construct; Research; Second language acquisition; Simulation; Sociocultural construct; Theories of language acquisition; Virtual world

Indexed keywords


EID: 75749092195     PISSN: 10468781     EISSN: 1552826X     Source Type: Journal    
DOI: 10.1177/1046878109355684     Document Type: Article
Times cited : (129)

References (68)
  • 1
    • 75749129155 scopus 로고    scopus 로고
    • (101 Convention Center Drive, Suite 700, Las Vegas, NV 89109, USA), Las Vegas, NV: Active Worlds
    • ACTIVE WORLDS. (1997). Las Vegas, NV: Active Worlds (101 Convention Center Drive, Suite 700, Las Vegas, NV 89109, USA).
    • (1997) ACTIVE WORLDS
  • 2
    • 84899269042 scopus 로고    scopus 로고
    • Developing enjoyable second language learning software tools: A computer game paradigm
    • In P. Zaphiris & G. Zacharia (Eds.), New York: Idea Group
    • Ang, C.S., & Zaphiris, P. (2006). Developing enjoyable second language learning software tools: A computer game paradigm. In P. Zaphiris & G. Zacharia (Eds.), User-centered computer aided language learning (pp. 1-22). New York: Idea Group.
    • (2006) User-Centered Computer Aided Language Learning , pp. 1-22
    • Ang, C.S.1    Zaphiris, P.2
  • 3
    • 75749141999 scopus 로고    scopus 로고
    • Computer games and language learning
    • In T. Kid & H. Song (Eds.), Hershey, PA: IGI Global
    • Ang, C.S., & Zaphiris, P. (2007). Computer games and language learning. In T. Kid & H. Song (Eds.), Handbook of research on instructional systems & technology (pp. 449-462). Hershey, PA: IGI Global.
    • (2007) Handbook of Research on Instructional Systems & Technology , pp. 449-462
    • Ang, C.S.1    Zaphiris, P.2
  • 7
    • 0002730251 scopus 로고    scopus 로고
    • CALL in the year 2000: Still in search of research paradigms?
    • Retrieved July 14 2009, from
    • Chapelle, C. (1997). CALL in the year 2000: Still in search of research paradigms? Language Learning & Technology, 1(1), 19-43. Retrieved July 14, 2009, from http://llt.msu.edu/vol1num1/chapelle/default.html.
    • (1997) Language Learning & Technology , vol.1 , Issue.1 , pp. 19-43
    • Chapelle, C.1
  • 8
    • 24944482049 scopus 로고    scopus 로고
    • Innovative language learning: Achieving the vision
    • Chapelle, C.A. (2001). Innovative language learning: Achieving the vision. ReCALL, 13, 3-14.
    • (2001) ReCALL , vol.13 , pp. 3-14
    • Chapelle, C.A.1
  • 9
    • 84972623760 scopus 로고
    • Computerized simulations and games for language learning: Part 1
    • Coleman, D.W. (1990). Computerized simulations and games for language learning: Part 1. Simulation & Gaming: An Interdisciplinary Journal, 21, 443-444.
    • (1990) Simulation & Gaming: An Interdisciplinary Journal , vol.21 , pp. 443-444
    • Coleman, D.W.1
  • 10
    • 14744301338 scopus 로고    scopus 로고
    • On foot in SIM CITY: Using SIM COPTER as the basis for an ESL writing assignment
    • Coleman, D.W. (2002). On foot in SIM CITY: Using SIM COPTER as the basis for an ESL writing assignment. Simulation & Gaming: An Interdisciplinary Journal, 33, 217-230.
    • (2002) Simulation & Gaming: An Interdisciplinary Journal , vol.33 , pp. 217-230
    • Coleman, D.W.1
  • 11
    • 75749157877 scopus 로고
    • Computerized language learning simulation: Form and content
    • In D. Crookall & R. L. Oxford (Eds.), New York: Newbury House
    • Crookall, D., Coleman, D., & Versluis, E. (1990). Computerized language learning simulation: Form and content. In D. Crookall & R. L. Oxford (Eds.), Simulation, gaming, and language learning (pp. 165-182). New York: Newbury House.
    • (1990) Simulation, Gaming, and Language Learning , pp. 165-182
    • Crookall, D.1    Coleman, D.2    Versluis, E.3
  • 12
    • 0000235218 scopus 로고    scopus 로고
    • Language learning in cyberspace: Teleporting the classroom into the target culture
    • Donaldson, R.P. & Kötter, M. (1999). Language learning in cyberspace: Teleporting the classroom into the target culture. CALICO Journal, 16, 531-557.
    • (1999) CALICO Journal , vol.16 , pp. 531-557
    • Donaldson, R.P.1    Kötter, M.2
  • 13
    • 84937303876 scopus 로고
    • A sociocultural perspective on language learning strategies: The role of mediation
    • Donato, R., & McCormick, D. (1994). A sociocultural perspective on language learning strategies: The role of mediation. Modern Language Journal, 78, 453-464.
    • (1994) Modern Language Journal , vol.78 , pp. 453-464
    • Donato, R.1    McCormick, D.2
  • 18
    • 3042511382 scopus 로고
    • Simulations on computers: Elements and examples
    • In D. Crookall & R. L. Oxford (Eds.), New York: Newbury House
    • Higgins, J.J., & Morgenstern, D. (1990). Simulations on computers: Elements and examples. In D. Crookall & R. L. Oxford (Eds.), Simulation, gaming, and language learning (pp. 183-190). New York: Newbury House.
    • (1990) Simulation, Gaming, and Language Learning , pp. 183-190
    • Higgins, J.J.1    Morgenstern, D.2
  • 19
    • 0011034548 scopus 로고
    • Breaking with Chinese cultural traditions: Learner autonomy in English language teaching
    • Ho, J., & Crookall, D. (1995). Breaking with Chinese cultural traditions: Learner autonomy in English language teaching. System, 23, 235-243.
    • (1995) System , vol.23 , pp. 235-243
    • Ho, J.1    Crookall, D.2
  • 20
    • 84955208018 scopus 로고    scopus 로고
    • Series use of a serious game for language learning
    • In R. Luckin, K. R. Koedinger, & J. E. Greer (Eds.), Amsterdam: IOS Press
    • Johnson, W.L. (2007). Series use of a serious game for language learning. In R. Luckin, K. R. Koedinger, & J. E. Greer (Eds.), Artificial intelligence in education (pp. 67-74). Amsterdam: IOS Press.
    • (2007) Artificial Intelligence in Education , pp. 67-74
    • Johnson, W.L.1
  • 21
    • 70349849682 scopus 로고    scopus 로고
    • Assessing aptitude for learning with a serious game for foreign language learning
    • In B. Woolf, E. Aïmeur, R. Nkambo, & S. Lajoie (Eds.), Berlin: Springer-Verlag
    • Johnson, W., & Wu, S. (2008). Assessing aptitude for learning with a serious game for foreign language learning. In B. Woolf, E. Aïmeur, R. Nkambo, & S. Lajoie (Eds.), Intelligent tutoring systems (pp. 520-529). Berlin: Springer-Verlag.
    • (2008) Intelligent Tutoring Systems , pp. 520-529
    • Johnson, W.1    Wu, S.2
  • 22
    • 38249043755 scopus 로고
    • Computer simulations in language teaching: The kingdom experiment
    • Jones, G. (1986). Computer simulations in language teaching: The kingdom experiment. System, 14, 171-178.
    • (1986) System , vol.14 , pp. 171-178
    • Jones, G.1
  • 24
    • 84965485384 scopus 로고
    • Exploiting computer-based simulations for language learning purposes
    • Jordan, G. (1992). Exploiting computer-based simulations for language learning purposes. Simulation & Gaming: An Interdisciplinary Journal, 23, 88-98.
    • (1992) Simulation & Gaming: An Interdisciplinary Journal , vol.23 , pp. 88-98
    • Jordan, G.1
  • 25
    • 3042643906 scopus 로고    scopus 로고
    • Negotiation of meaning and codeswitching in online tandems
    • Retrieved June 28, 2009, from
    • Kötter, M. (2003). Negotiation of meaning and codeswitching in online tandems. Language Learning & Technology, 7, 145-172. Retrieved June 28, 2009, fromhttp://llt.msu.edu/vol7num2/default.html.
    • (2003) Language Learning & Technology , vol.7 , pp. 145-172
    • Kötter, M.1
  • 29
    • 0001502486 scopus 로고
    • Input, interaction and second language acquisition theory
    • In S. M. Gass & C. G. Madden (Eds.), Rowley, MA: Newbury House
    • Long, M. (1985). Input, interaction and second language acquisition theory. In S. M. Gass & C. G. Madden (Eds.), Input in second language acquisition (pp. 377-393). Rowley, MA: Newbury House.
    • (1985) Input in Second Language Acquisition , pp. 377-393
    • Long, M.1
  • 30
    • 0001701735 scopus 로고    scopus 로고
    • The role of linguistic environment in second language acquisition
    • In W. C. Richie & T. K. Bhatia (Eds.), New York: Academic Press
    • Long, M. (1996). The role of linguistic environment in second language acquisition. In W. C. Richie & T. K. Bhatia (Eds.), Handbook of research on language acquisition: Vol. 2. Second language acquisition (pp. 413-468). New York: Academic Press.
    • (1996) Handbook of Research on Language Acquisition: Vol. 2. Second Language Acquisition , pp. 413-468
    • Long, M.1
  • 31
    • 75749119434 scopus 로고
    • Project IDEALS: Social interaction and negotiation via cross-cultural simulation
    • In M. Warschauer (Ed.), Honolulu: University of Hawaii Press
    • Mak, L., & Crookall, D. (1995). Project IDEALS: Social interaction and negotiation via cross-cultural simulation. In M. Warschauer (Ed.), Virtual connections: Online activities and projects for networking language learners (pp. 225-228). Honolulu: University of Hawaii Press.
    • (1995) Virtual Connections: Online Activities and Projects for Networking Language Learners , pp. 225-228
    • Mak, L.1    Crookall, D.2
  • 33
    • 24944582470 scopus 로고    scopus 로고
    • Computer as tools for sociocolaborative language learning
    • In Cameron, K. (Ed.), Lisse, The Netherlands: Swets & Zeitlinger
    • Meskill, C. (1999). Computer as tools for sociocolaborative language learning. In Cameron, K. (Ed.), Computer-assisted language learning (CALL): Media design and applications (pp. 141-162). Lisse, The Netherlands: Swets & Zeitlinger.
    • (1999) Computer-Assisted Language Learning (CALL): Media Design and Applications , pp. 141-162
    • Meskill, C.1
  • 34
    • 18744367536 scopus 로고    scopus 로고
    • PARLING: E-Literature for supporting children learning English as a second language
    • In N. J. Nunes & C. Rich (Eds.), New York: ACM Press
    • Mich, O., Betta, E., & Giuliani, D. (2004). PARLING: e-Literature for supporting children learning English as a second language. In N. J. Nunes & C. Rich (Eds.), IUI'04 (pp. 283-285). New York: ACM Press.
    • (2004) IUI'04 , pp. 283-285
    • Mich, O.1    Betta, E.2    Giuliani, D.3
  • 35
    • 75749123595 scopus 로고
    • Network gaming: A vehicle for international communication
    • In D. Crookall, C. S. Greenblat, A. Coote, J. Klabbers, & D. Watson (Eds.), Oxford, UK: Pergamon
    • Noel, R.C., Crookall, D., Wilkenfeld, J., & Schapira, L. (1987). Network gaming: A vehicle for international communication. In D. Crookall, C. S. Greenblat, A. Coote, J. Klabbers, & D. Watson (Eds.), Simulation-gaming in the late 1980s (pp. 5-21). Oxford, UK: Pergamon.
    • (1987) Simulation-Gaming in the Late 1980s , pp. 5-21
    • Noel, R.C.1    Crookall, D.2    Wilkenfeld, J.3    Schapira, L.4
  • 36
    • 0038839424 scopus 로고    scopus 로고
    • Processes and outcomes in networked classroom interaction: Defining the research agenda for L2 computer-assisted classroom discussion
    • Retrieved September 5 2009, from
    • Ortega, L. (1997). Processes and outcomes in networked classroom interaction: Defining the research agenda for L2 computer-assisted classroom discussion. Language Learning & Technology, 1(1), 82-93. Retrieved September 5, 2009, from http://llt.msu.edu/vol1num1/ortega/default.html.
    • (1997) Language Learning & Technology , vol.1 , Issue.1 , pp. 82-93
    • Ortega, L.1
  • 37
    • 84937335326 scopus 로고    scopus 로고
    • MOOs and second language acquisition: Towards a rationale for MOO-based learning
    • Peterson, M. (2001). MOOs and second language acquisition: Towards a rationale for MOO-based learning. Computer Assisted Language Learning, 14, 443-459.
    • (2001) Computer Assisted Language Learning , vol.14 , pp. 443-459
    • Peterson, M.1
  • 38
    • 75749086508 scopus 로고    scopus 로고
    • MOO virtual worlds in CMC-based CALL: Defining an agenda for future research
    • In S. Jeong-Bae (Ed.), Lincoln, NE: iUniverse
    • Peterson, M. (2004). MOO virtual worlds in CMC-based CALL: Defining an agenda for future research. In S. Jeong-Bae (Ed.), Computer-assisted language learning: Pedagogies and technologies (pp. 39-59). Lincoln, NE: iUniverse.
    • (2004) Computer-Assisted Language Learning: Pedagogies and Technologies , pp. 39-59
    • Peterson, M.1
  • 39
    • 33746192190 scopus 로고    scopus 로고
    • Learning interaction in an avatar-based virtual environment: A preliminary study
    • Peterson, M. (2005). Learning interaction in an avatar-based virtual environment: A preliminary study. PacCALL Journal, 1(1), 29-40.
    • (2005) PacCALL Journal , vol.1 , Issue.1 , pp. 29-40
    • Peterson, M.1
  • 40
    • 33746225497 scopus 로고    scopus 로고
    • Learner interaction management in an avatar and chat-based virtual world
    • Peterson, M. (2006). Learner interaction management in an avatar and chat-based virtual world. Computer Assisted Language Learning, 19(1), 79-103.
    • (2006) Computer Assisted Language Learning , vol.19 , Issue.1 , pp. 79-103
    • Peterson, M.1
  • 41
    • 84994964572 scopus 로고
    • Research on negotiation: What does it reveal about second-language learning conditions, processes, and outcomes
    • Pica, T. (1994). Research on negotiation: What does it reveal about second-language learning conditions, processes, and outcomes. Language Learning, 44, 493-527.
    • (1994) Language Learning , vol.44 , pp. 493-527
    • Pica, T.1
  • 43
    • 14744288021 scopus 로고    scopus 로고
    • Commentary: You're not studying you're just
    • Retrieved August 2 2009, from
    • Purushotma, R. (2005). Commentary: You're not studying you're just. Language Learning & Technology, 9(1), 80-96. Retrieved August 2, 2009, from http://llt.msu.edu/vol9num1/purushotma/default.html.
    • (2005) Language Learning & Technology , vol.9 , Issue.1 , pp. 80-96
    • Purushotma, R.1
  • 44
    • 56649109941 scopus 로고    scopus 로고
    • Learning English with The Sims: Exploiting authentic computer simulation games for L2 learning
    • Ranalli, J. (2008). Learning English with The Sims: Exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21, 441-455.
    • (2008) Computer Assisted Language Learning , vol.21 , pp. 441-455
    • Ranalli, J.1
  • 45
    • 3042516815 scopus 로고
    • Simulation/gaming and language acquisition
    • In D. Crookall & R. L. Oxford (Eds.), New York: Newbury House
    • Scarcella, R., & Crookall, D. (1990). Simulation/gaming and language acquisition. In D. Crookall & R. L. Oxford (Eds.), Simulation, gaming, and language learning (pp. 223-230). New York: Newbury House.
    • (1990) Simulation, Gaming, and Language Learning , pp. 223-230
    • Scarcella, R.1    Crookall, D.2
  • 47
    • 0942269518 scopus 로고    scopus 로고
    • Social interaction in virtual environments: Key issues, common themes, and a framework for research
    • In R. Schroeder (Ed.), London: Springer
    • Schroeder, R. (2002). Social interaction in virtual environments: Key issues, common themes, and a framework for research. In R. Schroeder (Ed.), The social life of avatars: Presence and interaction in shared virtual environments (pp. 1-16). London: Springer.
    • (2002) The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments , pp. 1-16
    • Schroeder, R.1
  • 48
    • 84937189853 scopus 로고    scopus 로고
    • The third place: Virtual reality applications for second language learning
    • Schwienhorst, K. (1998). The third place: Virtual reality applications for second language learning. ReCALL, 10(1), 118-126.
    • (1998) ReCALL , vol.10 , Issue.1 , pp. 118-126
    • Schwienhorst, K.1
  • 49
    • 84937383542 scopus 로고    scopus 로고
    • Evaluating tandem language learning in the MOO: Discourse repair strategies in a bilingual Internet project
    • Schwienhorst, K. (2002a). Evaluating tandem language learning in the MOO: Discourse repair strategies in a bilingual Internet project. Computer Assisted Language Learning, 15, 135-146.
    • (2002) Computer Assisted Language Learning , vol.15 , pp. 135-146
    • Schwienhorst, K.1
  • 50
    • 33845494587 scopus 로고    scopus 로고
    • Why virtual, why environments? Implementing virtual reality concepts in computer-assisted language learning
    • Schwienhorst, K. (2002b). Why virtual, why environments? Implementing virtual reality concepts in computer-assisted language learning. Simulation & Gaming: An Interdisciplinary Journal, 33, 196-209.
    • (2002) Simulation & Gaming: An Interdisciplinary Journal , vol.33 , pp. 196-209
    • Schwienhorst, K.1
  • 51
    • 33745630418 scopus 로고    scopus 로고
    • MOO as a language learning tool
    • In U. Felix (Ed.), Amsterdam: Swets & Zeitlinger
    • Shield, L. (2003). MOO as a language learning tool. In U. Felix (Ed.), Language learning online: Towards best practice (pp. 97-122). Amsterdam: Swets & Zeitlinger.
    • (2003) Language Learning Online: Towards Best Practice , pp. 97-122
    • Shield, L.1
  • 53
    • 84873383801 scopus 로고    scopus 로고
    • Serious games in language learning and teaching: A theoretical perspective
    • In Proceedings of the 2007 Digital Games Research Association Conference (pp. 559-566). Tokyo. Digital Games Research Association
    • Sørensen, B.H., & Meyer, B. (2007). Serious games in language learning and teaching: A theoretical perspective. In Proceedings of the 2007 Digital Games Research Association Conference (pp. 559-566). Tokyo. Digital Games Research Association.
    • (2007)
    • Sørensen, B.H.1    Meyer, B.2
  • 56
    • 64049100891 scopus 로고    scopus 로고
    • Kana no senshi (kana warrior): A new interface for learning Japanese characters
    • (April). Poster session presented at the Conference on Human Factors and Computing Systems, Fort Lauderdale, Florida
    • Stubbs, K. (2003, April). Kana no senshi (kana warrior): a new interface for learning Japanese characters. Poster session presented at the Conference on Human Factors and Computing Systems, Fort Lauderdale, Florida.
    • (2003)
    • Stubbs, K.1
  • 58
    • 3042549649 scopus 로고    scopus 로고
    • Virtual worlds as arenas for language learning
    • In U. Felix (Ed.), Amsterdam: Swets & Zeitlinger
    • Svensson, P. (2003). Virtual worlds as arenas for language learning. In U. Felix (Ed.), Language learning on-line: Towards best practice (pp. 123-142). Amsterdam: Swets & Zeitlinger.
    • (2003) Language Learning on-Line: Towards Best Practice , pp. 123-142
    • Svensson, P.1
  • 59
    • 75749121570 scopus 로고    scopus 로고
    • (11965 Venice Boulevard, Suite 409, Los Angeles, CA 90066, USA), Los Angeles: Alelo
    • TACTICAL LANGUAGE AND CULTURE TRAINING SYSTEM. (2003). Los Angeles: Alelo (11965 Venice Boulevard, Suite 409, Los Angeles, CA 90066, USA).
    • (2003) TACTICAL LANGUAGE AND CULTURE TRAINING SYSTEM
  • 61
    • 84864803994 scopus 로고    scopus 로고
    • (1450 Fashion Island Boulevard, San Mateo, CA 94404, USA), San Mateo, CA: Electronic Arts
    • THE SIMS. (2000). San Mateo, CA: Electronic Arts (1450 Fashion Island Boulevard, San Mateo, CA 94404, USA).
    • (2000) THE SIMS
  • 62
    • 41849099034 scopus 로고    scopus 로고
    • Transcultural communication in open internet environments and massively multiplayer online games
    • In S. Magnan (Ed.), Amsterdam: John Benjamins
    • Thorne, S.L. (2008). Transcultural communication in open internet environments and massively multiplayer online games. In S. Magnan (Ed.), Mediating discourse online (pp. 305-327). Amsterdam: John Benjamins.
    • (2008) Mediating Discourse Online , pp. 305-327
    • Thorne, S.L.1
  • 63
    • 3042648058 scopus 로고    scopus 로고
    • Categorization of text chat communication between learners and native speakers of Japanese
    • Retrieved September 12 2009, from
    • Toyoda, E., & Harrison, R. (2002). Categorization of text chat communication between learners and native speakers of Japanese. Language Learning and Technology, 6(1), 82-99. Retrieved September 12, 2009, from http://llt.msu.edu/vol6num1/toyoda/.
    • (2002) Language Learning and Technology , vol.6 , Issue.1 , pp. 82-99
    • Toyoda, E.1    Harrison, R.2
  • 64
    • 0039284984 scopus 로고    scopus 로고
    • Technically speaking: Transforming language learning through virtual learning environments (MOOs)
    • Von Der Emde, S., Schneider, J., & Kötter, M. (2001). Technically speaking: Transforming language learning through virtual learning environments (MOOs). Modern Language Journal, 85, 211-225.
    • (2001) Modern Language Journal , vol.85 , pp. 211-225
    • von der Emde, S.1    Schneider, J.2    Kötter, M.3
  • 66
    • 3042549001 scopus 로고    scopus 로고
    • It's just a game, right? Types of play in foreign language CMC
    • Retrieved August 22 2009, from
    • Warner, C.N. (2004). It's just a game, right? Types of play in foreign language CMC. Language Learning and Technology, 8(2), 69-87. Retrieved August 22, 2009, from http://llt.msu.edu/vol8num2/warner/default.html.
    • (2004) Language Learning and Technology , vol.8 , Issue.2 , pp. 69-87
    • Warner, C.N.1
  • 67
    • 0030095753 scopus 로고    scopus 로고
    • Computer learning networks and student empowerment
    • Warschauer, M., Turbee, L., & Roberts, B. (1996). Computer learning networks and student empowerment. System, 24(1), 1-14.
    • (1996) System , vol.24 , Issue.1 , pp. 1-14
    • Warschauer, M.1    Turbee, L.2    Roberts, B.3
  • 68
    • 75749147717 scopus 로고    scopus 로고
    • WORLD OF WARCRAFT
    • (Irvine, CA 92623, USA), CA: Blizzard Entertainment
    • WORLD OF WARCRAFT. (2001). Irvine, CA: Blizzard Entertainment (Irvine, CA 92623, USA).
    • (2001) Irvine


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.