Abstract
The use of games in language learning has long been contested territory. Advocates identify advantages that range from the ‘cognitive aspects of language learning to more co-operative group dynamics’ (Lengeling & Malarcher, 1997, p. 42). According to this view, games can be motivating (Lee, 1979); reduce anxiety (Richard-Amato, 1988); focus learners on communicating in the target language rather than on using correct linguistic structures (Silvers, 1982; Zdybiewska, 1994); provide more introverted students with a greater range of opportunities for self-expression (Hansen, 1994); and create an informal atmosphere that enhances learner receptiveness (Richard-Amato, 1988; Wierus & Wierus, 1994). On the other hand, debunkers may dismiss games as mere ‘ice breakers’ and ‘gap fillers’, or activities for a rainy day and no more. Administrators may go further and ban them altogether as ‘disruptive’ activities that threaten a ‘serious’ learning environment, thus confirming the opposition of ‘enjoyment’ and ‘fun’ to so-called ‘real learning’ (Kim, 1995). This debate also highlights the way language learning itself can be seen in more general terms as a less ‘serious’ academic pursuit, and thus the need to marginalize game-like activities is part of a wider response that attempts to establish it as a ‘theory-driven’ or ‘quasi-scientific’ discipline in its own right.
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Thomas, M. (2012). Contextualizing Digital Game-Based Language Learning: Transformational Paradigm Shift or Business as Usual?. In: Reinders, H. (eds) Digital Games in Language Learning and Teaching. New Language Learning and Teaching Environments. Palgrave Macmillan, London. https://doi.org/10.1057/9781137005267_2
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