Simulation

The Sims

English

Vocabulary

9 (16+; intermediate)

Mixed Method: Experimental

Intervention: Four 55 minute sessions

Pre-test

Post-test

Weekly quizzes

Post-project Survey (open-ended and Likert scale questions)

(+) Analysis of pre- and post-test scores indicated the statistically significant (paired-samples t-test: 0.05) increase of vocabulary by 14%. Students with mandatory materials outperformed (8.56 ± 1.33) learners with optional (5.78 ± 2.22) and no materials (6.89 ± 1.96); students found supplemental materials helpful (3.7 ± 0.5). Students reported that gaming experience was enjoyable (4±0.5) but it was not easy to play the game (3.4 ± 1).

(−) One-way ANOVA established statistically significant difference only between students who had mandatory and optional supplemental materials (MD = 2.78, p = 0.01); students reported slightly disagreement that they could play the game without supplemental materials (2.6 ± 1.3).

Ranalli (2008)

The Sims

English

Vocabulary

3 (M; 25.6; beginner)

Mixed-Method: Case Study

Intervention:

4.5 hours per week during two months

Observations of a game play

Semi-structured interviews

Self-report checklist Pre-test

Post-tests

Vocabulary lists

(+) Participants independently acquired over 120 words; increased mark for participant 1 was 33.33, for participant 2 - 30.00, and for participant 3 - 23.33. The lack of both teacher’s control and rigid syllabus as well as a stress-free gaming environment facilitated the autonomous learning and development of personal learning strategies.

Bakar & Nosratirad (2013)

Adventure

Sid Meier’s Pirates

English

Vocabulary

Listening

Reading

15 (16+)

Qualitative: Case Study

Intervention:

Over 10 hours

Reflection paper

(+) Participants enhanced vocabulary, listening, and reading.

(−) Difficult vocabulary; scaffolding support was required

Chen & Huang (2010)

Telltale Sam & Max

Bone

English

Vocabulary

Listening Reading

Writing

Speaking

35 (M12/F23; 19; intermediate)

Quantitative:

Case Study

Intervention:

N/A

Self-report

Survey questionnaire

(open ended and Likert scale questions)

(+) 11 participants reported that game helped with the vocabulary enhancement (3.83 ± 0.80), 18 listening (3.69 ± 0.60), and 16 reading (4.14 ± 0.52).

(−) Difficult game missions and game language; the lack of game mechanics control; no/less gains in speaking (3.00 ± 0.85) and writing (3.10± 0.72).

Chen & Yang (2011)

Bone

English

Vocabulary

22 (M3/F19; 19; intermediate)

Quantitative:

Experimental

Intervention: Two hours

Pre-test

Post-test

(+) Two paired-samples t-tests revealed statistically significant difference between vocabulary pre- and post-tests in both groups; the post-test scores of note taking group was higher (6.27 ± 3.07) compared to the pre-test (4.27 ± 3.13). The group without note taking performed better on the post-test (5.91 ± 1.51) compared to the pre-test (4.09 ± 1.38).

(−) No significant difference between groups in vocabulary gains: t(20) = −0.99, p = 0.746, 95% [−0.134, 0.97].

Chen & Yang (2013)