Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning
Junjie Gavin Wu,
Danyang Zhang,
Sangmin-Michelle Lee and
Junhua Xian
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Junjie Gavin Wu: Macao Polytechnic University, Macao
Danyang Zhang: Shenzhen University, China
Sangmin-Michelle Lee: Kyung Hee University, South Korea
Junhua Xian: Macao Polytechnic University, Macao
International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT), 2025, vol. 15, issue 1, 1-15
Abstract:
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to the emerging availability of these new technologies. This position paper begins with a short review of the educational benefits of DGBLL, followed by a discussion of the use of AR/VR in language learning. To illustrate the potential use of AR/VR in DGBLL, recent empirical studies are reviewed. Based on this analysis, a new model for integrating AR/VR in DGBLL is proposed. The paper ends with suggestions for how DGBLL with AR/VR technologies can be used in future educational endeavors.
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:igg:jcallt:v:15:y:2025:i:1:p:1-15
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