MUVEs

Tactical Iraqi

Arabic

Vocabulary

Listening

Speaking

365 (16+; no L2 proficiency)

Mixed-Method

Intervention: Study 1: 40 hours (twice a week over a period of three months); Study 2: 40 hours (eight hours per day for five days; Study 3: 40 hours (12 hours of classroom instructions and 28 hours one day gaming session)

Study 1: Questionnaire

Study 2: Post-project standard oral

Proficiency interview

Study 3: Final mission

rehearsal exercise

All studies: Post test Game logs

(+) Statistically significant improvement of vocabulary and Arabic culture as well as listening and speaking (p < 0.01).

(−) Decrease of language self-efficacy because the game did not meet participants’ expectations.

Johnson (2010)

VirtUAM

OpenSim: The Supermarket Game

German

Vocabulary

Listening

Writing

85 (16+; beginner)

Quantitative

Intervention: N/A

Pre-test

Post-test

Questionnaire

(+) vocabulary enhancement, listening (98% participants passed post-test compared to 37% of the participants who passed the listening pre-test), writing (40% of participants passed the writing post-test compared to 2% who passed the writing pre-test).

Berns et al. (2013)

AHSs

SHAIEx

English

Vocabulary

40 (F; 6-7; no L2 proficiency)

Quantitative: Experimental

Intervention:

Three 90 minute sessions per week for 45 days

Post-test

(+) Statistical significant difference (t(38) = 2.10, p = 0.042) between experimental and control groups in the post-test vocabulary scores: 7.8 ± 1.54 compared to 6.6 ± 2.03 respectively.

Aghlara & Tamjid (2011)

ARGs

Campus Environment

English

Listening Speaking

64 (13-14)

Mixed-Method:

Quasi-experimental

Intervention:

Three game sessions

Pre-test (a = 0.78)

Test 1, 2 &3 (a = 0.74, 0.82, 0.84 )

Post-test (a = 0.81)

Survey (Likert scale, a = 0.91) Interview

(+) Game-based approach produced better learning outcomes (89.44 ± 7.45) compared to the non- gaming (81.25 ± 9.59) as well as games increased students’ learning motivation (4.15 ± 0.66) more than traditional approach (3.63 ± 0.62).

(-) Participants reported that games should be used in combination with traditional teaching instructions.

Liu & Chu (2010)

Campus Life

Campus Story

Campus Environment

Manipulation

No Name

English

Vocabulary

100 (M87/F13; 16+)

Mixed-Method:

Quasi-experimental

Intervention: Two 50 minutes lessons a week (six weeks)

Pre-test

Post-test

Questionnaire

Interview

(+) Participants in gaming group outperformed participants from a group with traditional instructions (11.78 ± 2.269 compared to 8.59 ± 2.718); 68% of participants preferred gaming to traditional instructions.

(−) Advanced game skills were required; immediate response distracted from learning.

Yip & Kwan (2006)

Word War

Chinese

Vocabulary

13 (16+)

Quantitative: Experimental

Intervention:

Three one hour long sessions

Pre-test

Immediate quizzes after completion of each mode

Post-test

Survey (Likert scale)

(+) Vocabulary improvement throughout three modes of learning trough game (flash cards, speaking mode, and listening mode) from week one to week two at 0.344; from week two to week three at 0.702; and from week one to week three at 0.768.

McGraw et al. (2009)

The Writing Pal (W-Pal)

English

Writing

16 (ESL) + 26 (native speakers) (M18/F24; 16+)

Quantitative:

Correlation

Intervention: Eight sessions of 1.5 - 2 hours each

Pre-test

Post-test

(SAT-style essay: r > 0.60.)

Daily surveys

(game motivation & attitudes)

(+) English native speakers (ENS) and ESL participants improved their writing performance: ENS scores increased from pre- to post test (2.67 ± 0.53 compared to 3.13 ± 0.48) as well as the ESL (2.97 ± = 0.62 compared to 3.22 ± 0.80).

Allen et al. (2014)