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Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning

Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning
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Author(s): Junjie Gavin Wu (Macao Polytechnic University, Macao), Danyang Zhang (Shenzhen University, China), Sangmin-Michelle Lee (Kyung Hee University, South Korea)and Junhua Xian (Macao Polytechnic University, Macao)
Copyright: 2025
Volume: 15
Issue: 1
Pages: 15
Source title: International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT)
Editor(s)-in-Chief: Bin Zou (Xi'an Jiaotong-Liverpool University, China)and David Barr (Ulster University, United Kingdom)
DOI: 10.4018/IJCALLT.367601

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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.

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