This 5,000-7,000 word literature review will eventually be submitted for your special field examination and can be refined to become a part of a chapter in your dissertation. You previously created another part of this chapter in the "general field examination".
The literature review should not merely be descriptive—it should be analytical and critical, supported by the literature. What theories are associated with this special field? What are the main issues arising in this special field? What are the main challenges to be addressed? What are the questions being asked by the intellectual and practical leaders in the field? What are the findings? What are the absences or gaps in our knowledge? What work needs to be done?
DIGITAL GAMIFICATION IN EDUCATION: THE EFFICACY OF ONLINE SIMULATION GAMES ON LANGUAGE LEANING IN THE UNITED STATES
BY
AHMAD FAIQ ANEES
DISSERTATION
Submitted in partial fulfillment of the requirements for the degree of Doctor of Education in Education Policy, Organization and Leadership with a concentration in Learning Design and Leadership in the Graduate College of theUniversity of Illinois Urbana-Champaign, 2024
Urbana, Illinois
Doctoral Committee:
Professor Bill Cope, Chair
Professor Mary Kalantzis
Professor David Huang
Professor Yu-ling You, National Huanghua University of Education
ABSTRACT
PLACEHOLDER
TABLE OF CONTENTS
CHAPTER 1: INTRODUCTION…………………………………………………………………...........1
CHAPTER 2: LITERATURE REVIEW............................................................................................3
CHAPTER 3: METHODOLOGY AND THEORY.............................................................................79
CHAPTER 4: FINDINGS AND RESULTS (PLACEHOLDER)........................................................124
CHAPTER 5: IMPLICATIONS (PLACEHOLDER)...........................................................................125
CHAPTER 6: CONCLUSION (PLACEHOLDER)............................................................................126
REFERENCES................................................................................................................................127
APPENDIX A: SURVEY...................................................................................................................152
APPENDIX B: SURVEY ……….……………………………………………………..............................155
APPENDIX C: INTERVIEW GUIDE.................................................................................................158
PLACEHOLDER
Note for CHAPER 2, Part 1: General Field Literature Reviewers
I have revised Chapter 2, Part 1: General Field Literature Review based on Professor Kalantzis,’ Kourkoulou Theodora’s and Dr. Liam’s last feedback and comments as well as paid copy-editing services in 2024.
In this updated version of Chapter 2, Part 1: General Field Literature Review, the following modifications have been made:
Sincerely
Ahmad Anees
Tentative Research Question: How does digital gamification influence student engagement and learning outcomes in educational settings?
Digital learning environments represent one of the most significant shifts in modern education systems since the nineteenth century; numerous aspects may change—such as the configurations of space, the relationships between learners and teachers, the textual forms of knowledge presented to learners, the types of knowledge artifacts created by students, and the methods used to assess learning outcomes (Kalantzis and Cope, 2012). One learns from Dicheva et al. (2015), who investigated gamification in education through a systemic mapping study, that these changes are largely driven by the growing perception that traditional education is inadequate in addressing the needs of today's students. Dicheva et al. found that many students view traditional schooling as both ineffective and dull. They contended that despite teachers' ongoing efforts to adopt new teaching strategies, there is widespread consensus that schools today are struggling with issues of student motivation and engagement. They propose that educational games, as examples of gamification in learning, provide a promising approach, as they not only help teach academic content but also strengthen essential skills such as problem-solving, teamwork, and communication. The literature reviewed revealed that this argument is echoed in a Technology Entertainment Design (TEDx) video talk (https://www.youtube.com/watch?v=mOssYTimQwM) by Scott Hebert (2018), in which he discusses several empirical studies conducted at a middle school in Fort Saskatchewan, Canada, exploring why the current education system is facing a crisis in learner engagement and motivation. He claimed, “[w]e need to change education at the core to get away from grades and ridiculous standards; we can solve it through a new approach to teaching called gamification” (1:14-1:35).
Both Kiryakova et al. (2014) and Prensky (2001) made the claim that 21st-century learners who have grown up with technologies like computers, video games, digital music players, video cameras, and mobile phones, require a more progressive education system that aligns with their learning preferences. Similarly, Pivee et al. (2003) examined the connection between collaborative social contexts in education and digital gamification, finding that most students don't dislike school because the work is too difficult; rather, they find it completely uninteresting. They assert that gamifying learning activities provides diverse ways to present information. Kiryakova et al. further emphasize the necessity for educators to address critical challenges in instructional techniques to accommodate diverse learning styles.
This literature review explores existing research and scholarly sources on the terms and definitions, brief history, key concepts, theories, use of gamification in education, its significance and limitations, frameworks, and the gaps in the literature related to gamification in education.
This study aims to achieve the following objectives:
Several terms and corresponding definitions associated with gamification emerged in the literature reviewed, including game-based learning (GBL), game-inspired design, serious games, and simulation. According to Antonaci (2017), the term gamification was introduced in 2002 by British game developer Nick Pelling, who described it as the application of game-like accelerated user interface design to enhance the speed and enjoyment of electronic transactions. However, Antonaci et al., Sanchez et al. (2020), and Landeers et al. (2018) all reported that Thomas Malone authored the first scholarly paper on the topic in the 1980s. Ofosu-Ampong (2020) defines gamification as “…the application of game design elements in a non-game context, purposely to promote desired behaviors or solve problems" (p. 113). Hamari, Koivisto, and Sarsa (2014) and Seaborn and Fels (2015) both associate gamification with the use of leader boards, badges, points, and levels. However, Rabah et al. (2018) defined gamification as "…the use of game design elements characteristic of games (rather than play or playfulness) in non-game contexts" (p. 2). Similarly, Vanduhe et al. (2020) defined gamification as "…the use of game elements, game mechanics, and game principles in non-game contexts, such as in education" (p. 2). More specifically, Robson et al. (2015) defined gamification as the utilization of learning activities from the gaming realm to change learners’ behaviors in non-game settings. Ofosu-Ampong offers additional definitions of gamification because of his review of the literature (Table 2.1).
Feedback
While not limited to the field of gamification, Antonaci et al. (2017) created a framework specific to gamification that focuses on feedback generally, as well as specifically, including gratitude feedback, historic feedback, and relative ranking feedback.
Additionally, Cope and Kalantzis (2017) emphasize the value of task accomplishment, teamwork, and feedback as incentives in the learning environment. According to Cope and Kalantzis, these characteristics shift the emphasis of learning motivation from the final grade—an institutional reward and extrinsic motivator—to the responsibilities of providing and being interested in receiving feedback.
Kiryakova et al. (2018) made the claim that digital gamification contains certain features that play significant roles in gamified learning environments. Kirvakova et al. defined and outlined these features as follows:
Users: All learners in an educational gameplay activity.
Tasks: Activities learners perform to achieve specific goals.
Points: Numbers collected for successfully completing tasks.
Levels: Stages of learners’ abilities awarded based on the number of points collected.
Badges: Symbols that serve as incentives for completing tasks.
Rankings: Positions learners achieve based on their performances.
Rewards: Incentives for winning competitions.
Comparably, Kaya and Eric (2023) provide the ranking feature as an example of relative ranking feedback (Figure 2.1).
The literature reviewed revealed that the design elements contributing to the development and implementation of gamification. For instance, Huang et al. (2020) conducted a meta-analysis that integrated empirical, quantitative research on game design elements in formal education settings and their effects on learner outcomes. Their findings indicate that not all gamification design elements are equal in their effects on student learning outcomes; however, well-designed instructional content should be integrated with gamification. Huang et al. criticized that gamification cannot replace insufficient instructional design and inadequate learning materials. Likewise, Dicheva et al. (2015) identified several game design elements, finding that gamification design elements can be divided into two types: game design principles and mechanics. They stated that game design principles are standards that guide games, such as social engagement, freedom to choose, and visible status. They explained that freedom to choose refers to the opportunity for learners to decide how they want to complete their tasks, while visible status informs students about the completion status of tasks. Rabah et al. (2018) reported that game design mechanics are specific features, as badges, points, and levels used in gamified learning environments. Additionally, Rebah et al. categorized game design elements in (Table 2.2).
Key concepts related to digital gamification in education are integrated into the remaining definitions and subsequent sections of this literature review.
In addition to terms and definitions related to gamification in education, the reviewed literature disclosed several key concepts and themes associated with digital gamification in education, as follows:
Numerous scholars in the literature reviewed have explored the concept of game-based learning. However, like the broader term of gamification, many commonly used categories and concepts in game-based learning (GBL) are not consistently defined, as indicated by Peterson et al. (2021). For instance, Wiggins (2016) investigated the application of both game-based learning (GBL) and gamification in post-secondary education by surveying instructors to assess their familiarity with these concepts and as a result defined game-based learning (GBL) as the "…intentional use of digital or non-digital games or simulations for the purpose of fulfilling one or more specific learning objectives" (p. 19), while Van Eck (2006) defines game-based learning (GBL) as an instructional strategy which improves teaching and learning via the use of digital games in the classroom.
Additionally, Peterson et al. state that some authors use the terms gamification and game-based learning interchangeably. Similarly, Wiggins (2016) expressed concerns that many studies mistakenly use the terms gamification and game-based learning interchangeably, despite their distinct meanings. She clarified that gamification employs game mechanics and principles in learning environments to enhance problem-solving and learner engagement, while game-based learning specifically refers to the use of games to meet educational objectives. Al-Azawi et al. (2016) argues that "[g]amification is turning the learning process as a whole into a game, while game-based learning (GBL) is using a game as part of the learning process" (p. 134). They also posit game-based learning (GBL) has the potential to motivate learners to engage in educational activities, while gamified learning processes enhance the experience by making learning activities more enjoyable. In response to this debate, Wiggins (2016) emphasized the need to differentiate between game-based learning and gamification. She concluded that game-based learning, as a key concept of gamification, involves using games in the classroom to enhance learning and teaching. Al-Azawi et al. (2016) differentiates between the concepts of gamification and game-based learning (Table 2.3).
Numerous researchers in the literature reviewed assert that the term "games," as a fundamental aspect of gamification, carries particular importance in education. According to Al-Azawi et al. (2016), games are defined as “…systems that involve interaction with a user interface to produce visual feedback on a computer or video device, featuring elements of fun, play, and competition” (p. 132). Additionally, Eliasa (2014) performed a literature review exploring how games promote teamwork and responsibility among students. Her findings provided insights into the role of games in gamification, emphasizing that "…playing games is a human adaptation that assists children in managing anxiety and conflict" (p. 199). Likewise, Peterson et al. (2020) consider massively multiplayer online role-playing games (MMORPGs) as a significant example of educational games and resources. They further made the claim that these games encourage active and enjoyable learning experiences. Moreover, Peterson et al. stressed that massively multiplayer online role-playing games (MMORPGs) enhance collaboration, engagement, and motivation among students in the classroom.
According to Kiryakova et al.’s (2014) literature review findings, serious games are designed with a specific objective related to training, rather than just for fun. While they resemble traditional games, serious games focus on a predetermined goal. Similarly, Landers et al. (2015) examined the relationship between psychological theories and the gamification of learning, finding that serious games differ from gamification in that their primary aim is learning, rather than entertainment. Specifically, Landers claims gamification involves the integration of game elements, such as gamification principles and mechanics into learning.
Likewise, Laamarti et al. (2014) conducted an overview of serious games by reviewing several surveys on the topic, summarizing the application and history of serious games in Table 2.4. Furthermore, they specifically claim Middle Kingdom, as an example of serious games, serves as an effective tool for language acquisition. Zeng et al. (2019) also investigated serious games in education and made the claim that “[e]ducational games can create an attractive learning environment for students, make learning more interesting, and enable students to learn by doing, thus improving their high-level abilities” (Zeng et al., 2019, p. 1). Laamarti et al. provided extensive guidelines for successful serious games in education, including collaboration in playing educational games, which involves multiple players engaging in gameplay, designing games that consider the relevant curriculum, and linking commercial games with educational ones. They concluded the field of serious games has developed exponentially in recent years; however, they argue it is crucial to seriously consider the balance between enjoyment and the primary objective of serious games, which is to enhance learning.
Furthermore, this literature reviewed identified several current serious games—like Duolingo ABC, LingoLand, and Mongo Languages—that are linked to gamification in language learning. Duolingo ABC is a well-known language-learning program that was introduced in 2023, according to Miller and Roberts' (2023) investigation into the use of gamified language acquisition to engage young learners. They claim that the game teaches reading and fundamental language abilities by combining interactive narrative, word identification, and phonics-based exercises. Similarly, Johnson and Pierce (2023) conducted a thorough literature study on LingoLand to gamify language learning through participation and adventure. They found that LingoLand is a serious game that teaches new languages via story and role-playing. Johnson and Pierce claim that the game places a strong emphasis on learning grammar and vocabulary through interesting interactions and realistic scenarios. Comparably, Thompson and Lee (2024) have conducted research on the Mongo Language serious game as an integrated gamification for immersive language learning. They discovered that Mongo Language blends traditional language training with game elements like stages, prizes, and points. Thompson and Lee claim that the game focuses on practical conversational skills and is suitable for students of all ages.
According to the literature reviewed, simulations, a core element of gamification, also utilize gamification principles. Savonin (2019) who investigated gamification and simulation learning software, defined simulation as "…a game-based learning approach that recreates real-life scenarios by animating or re-enacting them" (para. 5). He also stated that simulations involve gamification elements such as the freedom to make mistakes, the freedom to fail without penalties, opportunities for practice and repetition, and collections of accomplishments and rewards. However, he claims that, unlike games, simulations must include certain elements, such as realistic and organized step-by-step tasks, multiple possible outcomes, technical accuracy, and high reliability. Likewise, Kiryakova et al. (2014) argue that simulations are like serious games, but they specifically simulate real-world scenarios, aiming to train users in environments that resemble real life. Similarly, Wiggins (2016) posits although there are often rules and participant competition, simulation focuses on user training in a simulated real-world environment. Zeng et al. (2019) examined simulation in education and stated:
The closer the situation is to the real environment, the easier it is for learners to transfer and apply knowledge. In order to provide learners with a more realistic interactive environment and a better learning experience, technologies such as 3D and augmented reality are gradually becoming widely used in the construction of immersive virtual game environments, enhancing the immersion of educational games. 3D technology can simulate the same learning environment as the real-life environment and the application environment. This can solve the problem of knowledge transfer and adapting situational knowledge that is not easily taught by ordinary teaching methods (p.188).
Inspiration for the design of games in education varies, according to the literature reviewed. Kiryakova et al. (2014), for example, argued that the concept of game-inspired design involves utilizing the ideas and thought processes that are integral to enhancing learning and intrinsic motivation. They clarified that game-inspired design does not necessarily mean adding extra game elements to activities; rather, it encourages designers to incorporate gamification principles into engaging game designs. Deterding et al. (2011), who researched gamification and elements of game design, found that game-inspired design combines principles from video game mechanics and aesthetics across various fields, including architecture, product design, and user experience. They also argue that this approach boosts engagement and interactivity, prompting users to explore and interact with designs in novel ways. For instance, incorporating gamification techniques can turn ordinary tasks into rewarding experiences, enhancing motivation and creativity (Deterding et al., 2011). Aguilar et al. (2015) describe game-inspired design as “game-full approaches in education [that] have broad potential to reframe formal education, encouraging student engagement, as our findings indicate, and ultimately leading to deeper and better learning” (p. 67).
The literature reviewed demonstrates that gamification in education has a long history, with significant developments over time. For instance, Antonaci et al. (2017), who conducted a systematic literature review on the history of gamification in education, identified its use as early as 1912, when the American Cracker Jack popcorn company employed it as a marketing strategy by including free surprise toys in their packages. They also indicated the 1910 Scout movement, which utilized "ranks" and "badges" to reward children for their achievements, as an early example of gamification in education. The literature reviewed indicates that the history of digital gamification in education can be categorized into the following periods:
Gee’s (2003) qualitative study revealed that the roots of gamification in education can be traced back to the initial computer-assisted learning programs. He stated that during the 1970s and 1980s, educational software began integrating game-like features to engage learners. Gee contended that games such as "The Oregon Trail" and "Where in the World Is Carmen Sandiego?" introduced storytelling and problem-solving elements, establishing a foundation for immersive educational experiences.
In the 1990s, the literature reviewed demonstrate there was a significant rise in the development of educational games that combined learning with entertainment. Specifically, according to Steinkuehler and Duncan (2008), gamified learning became even more accessible with the emergence of online platforms in the early 2000s, allowing it to reach a larger audience.
Deterding et al. (2011), who conducted a qualitative study on game design elements and game-fulness, contend that the early 2010s marked the emergence of the term "gamification." They report educators began to recognize its capacity to enhance student engagement and motivation. Furthermore, they indicate applications like Duolingo and Kahoot employed game mechanics such as points, badges, and leaderboards to foster competitive yet collaborative learning environments; and they argue this shift toward gamified educational experiences transformed the delivery and interaction with educational content in classrooms. Similarly, Huang and Soman (2013), who authored a practitioner’s guide to the gamification of education assert the focus remains on creating meaningful, context-rich environments that encourage skill development and motivation, reflecting a shift toward learner-centered education.
Vorink and Valilai (2023) conducted a literature study and analysis of the potential of virtual reality (VR) and augmented reality (AR) technologies to improve the efficacy of learning processes, with a particular focus on gamification at Constructor University's School of Business. According to their analysis, the markets for augmented reality (AR) and virtual reality (VR) have advanced significantly since their inception in the 1960s, but a widespread market adaption is still some ways off from being put into practice. Additionally, their findings revealed the possibilities for education and cutting-edge communication platforms are limitless, and they will probably lead to the creation of a whole new way of life for all people. They state that the amazing potential that arises from being able to meet in person even when you are hundreds of kilometers distant will change gaming, greatly improve remote work environments, and help individuals maintain relationships. The possibilities of learning and next level communication platforms are endless and will most likely birth an entirely new way of living for humanity. The great opportunities that come with the ability to meet one another face to face while being hundreds of kilometers apart will help people keep up with relationships, enhance the remote work environment immensely and will revolutionize the gaming environment.
According to Freitas and Maharg (2016), gamification has significantly advanced in the 2020s with the incorporation of cutting-edge technologies, including virtual reality (VR) and augmented reality (AR). They found these technologies create immersive settings that enable students to interact with content in engaging ways. They further argued that educators are now leveraging gamification not only to enhance engagement but also to customize learning experiences, tailoring them to meet individual students need.
The literature reviewed revealed that many scholars discussed the current and future direction of gamification in education. For instance, Huang and Soman (2013), who examined gamification as self-directed approach to attain instruction concepts in Indian education. Huang and Soman’s study findings identified gamification as a self-directed literacy model to establish stimulatory tasks by using modern technology, such as artificial intelligence to achieve enhanced learning and application-based adaptability of the learnt skill set. Similarly, Chen and Cheng (2021) conducted a systematic review on the effect of artificial intelligence in gamified learning environment. They found that artificial intelligence (AI) can personalize learning experiences by adjusting difficulty levels and feedback to meet individual learner needs. Likewise, Hamari and Koivisto (2022) explored the impact of AI on gamification through a literature review, aiming to study and present the nature and benefits of gamification, as well as to provide ideas for its implementation in education. They further made the claim that artificial intelligence offers personalized gamified learning environments. Hamari and Koivisto concluded that AI facilitates adaptive systems that respond to user inputs and behaviors.
Bezzina and Dingli's (2023) thematic analysis on the possible advantages of artificial intelligence in gamification revealed four primary themes; personalized feedback, gamified system prediction of user failure and/or success, dynamic difficulty changes of leveling up and advancement processes, and dynamic reward calculation depending on individual preferences and needs are some of these features. In their study, Bezzina and Dingli examined the viewpoints of two AI scientists and two game designers to expand the meaning of the term "AI-enabled gamification." The results of the 2023 research by Bezzina and Dingli show that the four experts had a positive perception of the potential application of AI in gamification in education.
Suresh et al. (2024) who investigated artificial intelligence in adaptation of gamification in education by examining 29 focused studies from a selected pool of 622 research articles. They found that “[the] advancement of artificial intelligence (AI) enables the development of dynamically adapting gamification environments with established AI techniques” (p. 1). Furthermore, Suresh et al. (2024) made the claim that research has identified the most popular gamification components, such as interaction, feedback, and rewards based on various user profile aspects and then provided strategies for merging them with different AI algorithms. However, Suresh et al. suggest that more study is required to find innovative approaches for the use of AI in adaptive gamification.
Kam and Umar (2018), who examined fostering authentic learning motivation theory through gamification to understand determination theory approach argue, there is a need for gamification tactics to be grounded in established psychological, behavioral, or learning theories rather than ad hoc techniques, so that the knowledge gained from research studies can be synthesized. The literature reviewed revealed several theories linked to gamification in education, including, gamified learning theory, behaviorism theory, self-determination theory, flow theory, goal-setting theory, motivation theory, sociocultural constructivist learning theory, connectivism learning theory, and cognitivism learning theory.
This literature reviewed revealed that many scholars studied gamified learning theory in the context of gamification in education. For instance, Zaric et al. (2021) investigated the moderating role of learning tendencies on gamification success concerning learners' academic participation, engagement, and experience. They found that the emergence of gamification as a learning theory suggests that gamification does not impact the learning process directly; however, it can stimulate learning-related performance in a controlled process. Zaric et al. asserted that a learner’s behavior can be predicted based on their learning preferences and personality. Similarly, Bíró (2014) identified the following facts:
Gamification theory looks at the learning process from two different points of view at the same time, which makes it quite difficult to define the learning process in the theory. On one hand, gamification uses an individual perspective to study the advancement of learners and offer the best learning path to each of the learners based on their needs and qualities. Instead, the performance evaluation and the feedback are strongly community-based, which requires general, simple, and schematic solutions to be able to handle diverse learners in the group with a single system (p. 149).
Lenders (2015), who investigated the link between serious games and the gamification of learning, asserted that “[i]n the theory of gamified learning, gamification is defined as the use of game attributes… outside the context of a game to affect learning-related behaviors or attitudes” (p. 1). Similarly, Bíró (2014) suggested that gamification, as a learning theory, offers several opportunities for open-mindedness among learners. For example, he claimed that gamification utilizes a community-based assessment system to encourage learners to engage in learning endeavors; it provides diversified learning paths and enhances the visual dimension of the learning process, helping learners achieve their goals (Bíró, 2014).
According to Landers et al. (2017), gamified learning theory presents a theoretical model in which game elements—derived from the literature on serious games—are used individually or in limited combinations to gamify current instructional processes with the goal of enhancing learning. They found that gamified learning theory states that, rather than directly impacting learning, gamification mediates or alters behaviors related to learning. Furthermore, Zaric et al. (2021) claim learner-related actions can be somewhat predicted based on how learners generally receive, process, and use information. Zaric et al. defines these different learning dispositions as learning styles.
Zaric et al. (2021) investigated how learning tendencies affect learners’ academic involvement, engagement, and experience in gamification. The results of their study indicated that, based on gamified learning theory, gamification design positively contributes to academic participation, affects learners’ engagement in gamified environments, and that students’ learning tendencies moderate engagement. Landers et al. (2017) summarized the relationships between gamification elements and gamified learning theory (Table 2.5).
The literature reviewed disclosed that behaviorism theory has a longstanding influence on gamified learning design. In their article, "Skinner’s Behaviorism—New Learning," published on the website Works & Days, Cope and Kalantzis (n.d.) stated that "…Skinner (1904–90) was a leading American psychologist, Harvard professor, and proponent of the behaviorist theory of learning, in which learning is a process of 'conditioning' in an environment of stimulus, reward, and punishment" (para. 1). However, according to Malone (2014), even though John B. Watson has been credited by many scholars as the founder of behaviorist learning theory, Watson never claimed to have established it. Malone stated that in 1913, Watson was the first psychologist to identify psychology as a natural science, which has earned him the title of the father of behaviorism.
Egenfeldt-Nielsen (2006), who studied the educational use of video games, outlined that:
Behaviorism, which expanded rapidly during the 1950s, continues to be influential in research on educational media, including video games that concentrate on the overt and observable behaviors essential for facilitating learning. For behaviorism, learning is a matter of reinforcing the relevant stimuli and responses. (p. 190)
Moreover, Tuan et al. (2019) stated that behaviorism posits that learning takes place when a noticeable and measurable change in behavior occurs in response to provided stimuli, such as gamification mechanics and principles. Tuan et al. recognized that behaviorism is based on two core ideas: first, behaviors can be conditioned by offering recurrent stimuli; second, behaviors can be reinforced by the rewarded response. "The relation between a response and its consequences may be simple, and the change in probability of the response is not surprising" (Cope & Kalantzis, n.d., para. 2).
Bíró's (2014) concluded that gamification shares more common elements with behaviorist learning theory—such as the superiority of positive reinforcement, small tasks completed step-by-step, instant feedback, and progressive challenges—than with other major concepts of gamification. The following video by Global Elite (2009) (https://www.youtube.com/watch?v=yhvaSEJtOV8&t=2s) illustrates Skinner's notion of operant conditioning and the experimental analysis of behavior (1:53).
Many scholars confirm that flow theory has strong links with gamification in education. Kaya and Eric (2023) investigated the effect of flow theory on gamification in education and found that “[a]ccording to flow theory, the flow experience is an optimal state which occurs when an individual feels deeply immersed and engaged in performing an activity in such a way that he/she would lose track of time and other external factors” (Kaya & Eric, 2023, p.10085). Chan, et al. (2019), who studied understanding the effect of gamification on learning using flow theory, found that Mihaly Csikszentmihalyi established the idea of flow theory in 1975. Chan, et al. study’s findings disclosed that when people are in a state of flow, their level of absorption and focus is at its peak. They further argued that it takes a balance between one’s perceived problems and skill level to get this ideal experience. They stated people experience anxiety when a task is too challenging for them or when they lack the necessary abilities to take on the job. Chan, et al. further argued that if an activity is too simple and doesn’t demand a lot of talent, individuals could get bored. So, accordingly, attaining the state of flow requires the right number of obstacles as well as talents (Chan, et al., 2019).
Comparably, Oliverira, et al. (2022) studied the effect of personalized gamification on students’ flow experience, motivation, and enjoyment, and they outlined:
[G]amification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user’s traits.
Kaya and Eric (2023) concluded that flow theory and digital gamification in education fortified each other’s values in digital learning environments; for instance, gamified learning activities increased flow level of learners.
There are many connections between self-determination theory and gamification in education, according to Botte et al. (2020) and Kam and Umar (2018), who studied gamification in education based on self-determination theory. Kam and Umar outlined that “Self-Determination Theory (SDT) is a motivational theory which distinguishes between intrinsic motivation and extrinsic motivation, which could be fostered by different incentives” (p. 4). According to Kam and Umar, gamification should be designed to influence intrinsic motivation for the learning task itself to promote genuine learning motivation. They contended that SDT is relevant to the learning and gaming environment because it explains the social conditions that may either promote or diminish intrinsic motivation through the lens of psychological needs (Kam & Umar, 2018). In a similar context, Botte et al. (2020) argued that to foster genuine learning motivation, gamification should be designed to enhance intrinsic motivation for the learning activity itself. They noted that the basic psychological needs outlined in self-determination theory can be fulfilled through playing video games, making them potential predictors of enjoyment and engagement during the gaming experience. Furthermore, the decision to begin playing a video game is typically an autonomous choice, driven by intrinsic motivation, which creates an experience that significantly differs from one initiated by force, coercion, or other external factors. This highlights a notable distinction between typical gamification and game-based training compared to video games (Botte et al., 2020). Karra et al. (2019) summarized the gamification design framework based on self-determination theory (Table 2.6).
Many scholars in the literature reviewed asserted goal-setting theory plays an essential role in digital gamified learning environments. For instance, Locke and Latham (2006) used an experimental design known as the 2 × 2 design; they crossed explicitly supplied speed and accuracy targets with subconsciously assigned speed and accuracy goals in a proofreading assignment. This gave them the opportunity to see what happened when conscious and subconscious goals conflicted during gamified learning endeavors. Through their investigation of goal-setting theory, Locke and Latham found:
Goal-setting theory is summarized regarding the effectiveness of specific, difficult goals; the relationship of goals to affect; the mediators of goal effects; the relation of goals to self-efficacy; and the generality of goal effects across people, tasks, countries, time spans, experimental designs, goal sources…and dependent variables (Locke & Latham, 2006, p.265).
According to Lock and Latham (2006), goal-setting theory was developed in industrial/organizational psychology during a 25-year period through inductive development employing information from more than 400 field and laboratory studies. Similarly, Fortes, et al. (2018), who investigated the principles of gamification through the lens of goal-setting theory, argued that goal-setting theory has been used for many years to explain how to motivate students to do better in tasks related to their learning objectives. They discovered that gamification has recently gained attention as an alternative tactic to increase performance and engagement in a range of contexts. The results of the Fortes, et al. study also showed that goals and feedback are frequently included in the implementations of gamified learning activities; however, they also noted that there is a dearth of literature explaining how to apply goal-setting guidelines and principles to improve gamified learning systems.
Cheng et al. (2020) concluded that students' motivation and academic learning performance are highly connected with their capacity to set goals in digitally gamified learning settings, based on the goal-setting theory; nevertheless, a lack of goal strategies may result in inferior learning performances. According to Cheng et al., for example, students who set higher targets achieve better learning outcomes than those who just put in their best effort, and students who set goals outperform those who set generic goals (Cheng et al., 2020).
Motivation theory plays a crucial role in gamification within education. As noted by Ryan and Deci (2020), it's often a concern whether individuals are as motivated as they ought to be for a task. Therefore, professionals in various fields must continually find a balance between encouraging others to increase or decrease their motivation (Ryan & Deci, 2020). Kaplan et al. (2012) who studied motivation in education practice, asserted that motivation is defined as being motivated to act. As a result, someone who is inspired or driven to act is referred to as motivated, whereas someone who lacks motivation is referred to as uninspired. For this reason, nearly everyone who engages in play or social interactions is motivated. According to Ryan and Deci (2020), there are two types of motivation, intrinsic and extrinsic.
Intrinsic motivation affects gamification in education significantly because Ryan and Deci (2020), who studied intrinsic motivation in the context of gamification in education, outlined that:
Intrinsic motivation is defined as the doing of an activity for its inherent satisfactions rather than for some separable consequence. When intrinsically motivated a person is moved to act for the fun or challenge entailed rather than because of external prods, pressures, or rewards. The phenomenon of intrinsic motivation was first acknowledged within experimental studies of animal behavior, where it was discovered that many organisms engage in exploratory, playful, and curiosity-driven behaviors even in the absence of reinforcement or reward (p. 56).
According to Oudeyer et al. (2016), who examined intrinsic motivation, curiosity, and learning, recent research suggests that learning and memory retention can be enhanced by a feeling of curiosity, as well as by experiencing novelty and surprise, which are known as intrinsic motivation. Ryan and Deci (2020) argued that a person is operating with intrinsic motivation when their drive comes from a source other than an external benefit. Additionally, Ouderyer et al. (2016) contended that an intrinsically motivated individual does not respond to rewards, pressure, or other external cues; instead, they act out of challenge or delight.
Extrinsic motivation is an essential type of the motivation theory because any action taken with the purpose of accomplishing a certain objective is covered by the idea of extrinsic motivation (Ryan and Deci, 2020). Bomia, et al. (1997), who studied the impact of teaching strategies on intrinsic motivation, outlined that intrinsic motivation is the opposite of extrinsic drive and denotes doing something just for its own purpose, regardless of any possible advantages. Ryan and Deci also revealed that although intrinsic motivation is a powerful motivator, it is not the only source of motivation for most human activities. They posited that this is especially evident in the early stages of infancy, when a person's capacity for intrinsic motivation is steadily reduced by social norms and roles that require them to assume responsibility for things that they find boring. For example, intrinsic motivation declines in schools as pupils advance in grade (Ryan & Deci, 2020; Bomia et al., 1997). Furthermore, Hamari et al. (2014) conducted a pragmatic study on learners’ motivational affordance through gamification and found that gamification positively impacts students’ extrinsic motivation for learning. However, the results depend on the context in which gamification is implemented, as well as on the learners applying it and those providing feedback. Yildiz et al. (2021) also examined the importance of gamification on the motivation levels of instructors in social studies education using a quantitative research method with second-year undergraduate teachers in the Department of Social Studies at the University of Amasya, Turkey. Their findings revealed that using gamified teaching materials in gamified learning environments increases users' motivation and that gamification in education benefits both teachers and learners by enhancing motivation during teaching and learning.
Numerous scholars found that digital gamification is impacted by motivation theory in a variety of ways. For example, when Richter et al. (2020) investigated how incentives and rewards affected motivation in a gamified educational setting, they discovered that an individual's decision to participate in an activity and their level of effort or perseverance in it serves as indicators of motivation. They also argued that extrinsic and intrinsic motivation, two prominent clusters that influence player motivation, are crucial factors to learn from gamified learning environments. According to Richer et al., gamification combines these two goals: On the one hand, gamification aims to increase emotions of mastery, autonomy, and sense of belonging while utilizing extrinsic rewards like levels, points, and badges to increase engagement. Similarly, Karra et al. (2019) argued that understanding the function of motivation in digital learning environments, such as digital gamified learning environments, is especially crucial for designers who want to use gamification principles to enhance learners’ engagement and, consequently, the learning process, thereby reducing dropout rates. According to Buckley and Doyle's (2014) study, which examined the effects of intrinsic and extrinsic motivation on the performance and participation of over 100 undergraduate students in an online gamified learning environment, gamified learning interventions have been shown to improve learning and increase student engagement and motivation. Student learning is positively impacted by gamified learning interventions (Buckley & Doyle, 2019). Karra et al. made the claim that, in a standardized system, digital gamification increases both intrinsic and extrinsic motivation and enhances user engagement; nonetheless, an improper application of extrinsic motivation is likely to diminish intrinsic motivation. Educators need to give greater attention to intrinsic motivation, as it may have a long-lasting positive impact on a user’s internal interactions and engagement (Karra et al., 2019).
Richter et al. (2020) concluded that, although generally favorable, the effect of gamified intervention on students’ engagement differs based on whether the student is internally or externally motivated.
Constructivism has been inferred in several education activities that draw on notion of gamification. For example, Tuan et al. (2019) examined learning theories related to gamification elements in instructional games and found that the social constructivism learning theory established by Vygotsky, a Russian psychologist, emphasizes that learners gain knowledge based on their prior experiences and senses.
According to descriptive qualitative research by Rohman & Fauzianti (2022) on the relationship between gamification and Vygotsky's constructivist learning theory, there are three subthemes in Vygotsky's constructivist learning theory:
Aligned with this, one of the essential elements of gamification, called "level," has a crucial relation to Vygotsky’s notion of the Zone of Proximal Development (ZPD). This gamification element enables teachers to assist students based on their individual needs and current knowledge levels (Rohman & Fauzianti, 2022). The principles of cognitive constructivism are increasingly effective in organizing classrooms and curricula, which can be applied to teaching and learning processes (Olusegun, 2015). As Gee (2005) notes, “…the mind works by storing records of actual experiences and constructing intricate patterns of connections among them” (para. 2).
Additionally, Bíró (2014) confirmed a fundamental relationship between constructivist learning theory and gamification due to the shared interaction features in both concepts. Meanwhile, "Vygotsky's constructivist philosophy requires students to use their abilities to adapt to the demands of the development of science and technology according to their era" (Rohman & Fauziati, 2022, p. 4468).
On the other hand, Tuan et al. (2019) asserted that cognitive constructivist learning theory, which was pioneered by Piaget, a Swiss psychologist, put emphasizes on learner's mental development processes—such as sensorimotor, preoperational, operational, and formal operational stages—rather than social interactions and experiences, which are key characteristics of Vygotsky’s social constructivist learning theory. Similarly, Olusegun (2015) explored cognitive constructivist learning theory in the context of evaluating gamification in education. He defined cognitive constructivist learning theory as "…an approach to teaching and learning based on the premise that cognition is the result of mental construction" (Olusegun, 2015, p. 66). Olusegun pointed out that Piaget's cognitive constructivist theory has significantly influenced educational theories and methods, with a strong emphasis on learner-centered education.
However, the literature reviewed reveals a crucial distinction between Vygotsky’s social constructivist learning theory and Piaget’s cognitive constructivist learning theory. According to Rohman and Fauziati (2022), unlike Piaget's theory—which focuses on mental processes—Vygotsky's social constructivist theory emphasizes that learning occurs because of interactions between learners and technological artifacts rather than solely through mental processes. Tuan et al. (2015) further suggest that teachers must understand learners' mental development processes and provide learning materials aligned with students' developmental levels to effectively design gamified activities.
In terms of learning—whether digital or not—Kalantzis and Cope (n.d.) conclude on their website, Works & Days, that sociocultural constructivist theory has the same shortcomings as those pointed out by Vygotsky regarding Piaget. They argue that to develop a reflective pedagogy, we must adapt several key Vygotskyan concepts to the new opportunities presented by digital learning.
Connectivism learning theory influences gamification in education in many ways. For example, Kropf (2013) who studied the relation between connectivism learning theory, e-learning and information repositories, contended that as a new learning theory of the 21st century, "[c]onnectivism explains how individuals use their internal processes to activate learning through a series of nodes originating from the instructor" (p. 14). However, Kropf found evidence that connectivism is not a learning theory; rather, it is an instructional theory that supports how educational resources are developed. According to him, instructional theory is a conceptual framework grounded in learning theories and empirical data. Additionally, Bíró (2014) attempted to identify that connectivism emphasizes that learning occurs when learners make connections between fields, ideas, and concepts through the actual components of the learning process, such as listening, speaking, writing, and reading. Bíró further offered explanations for the relationship between gamification and connectivism, noting that gamification utilizes social networks to enhance learners’ interaction, connection, and engagement in gamified learning environments. “…[C]onnectivist learning theory, the social network, is a key element of the learning process, while for gamification, the network is rather a supporting drive to reach higher motivational levels” (Jayaprakash et al., 2017, p. 70). They determined that incorporating the principles of connectivism in gamified learning settings allows learners to benefit from each other’s experiences.
The literature reviewed discussed cognitivism affects gamification in education in several ways. For instance, Krath et al. (2021) examined the theoretical foundations of gamification thorough a meta-review and analysis of theory in research on gamification, serious games, and game-based learning; in which, Krath et al. selected 118 concepts that include the domains of motivation, emotion, behavior, and learning to describe gamification in education. As a result of their study, Krath (2021) contended that cognitively difficult tasks in gamification may have negative effects on learners, such as anxiety and frustration, if gamified activities are not prepared based on cognitivist learning theory. American psychologist McLeod (2021) studied Piaget’s stages of cognitive development and claims that Jean Piaget, the developer of cognitivist learning theory, believed that cognitive growth is driven by biological factors due to individuals’ brain maturation. McLeod argued that humans construct knowledge through their mental processes, such as thinking, memorizing, and problem-solving.
Additionally, Tuan et al. (2019) found evidence that Piaget divided cognitive development into four chronological stages. First is the sensorimotor stage, which lasts from birth until the age of 24 months, where learning occurs through experiments, traces, and mistakes. Second is the preoperational stage, which spans from 24 months to 7 years, during which linguistic, memory, and creative skills begin to improve. Third is the concrete operational stage, which occurs from ages 7 to 11, where symbols are used rationally and methodically by linking them to tangible objects. Tuan et al. report the formal operational stage occurs from puberty to maturity, in which symbols are used to relate to theoretical ideas through logical thinking about different variables and the construction of hypotheses.
Moreover, Tuan et al. stated that every stage of cognitivism is related to some game elements and gamification principles. They clarified that two game elements are particularly relevant to Piaget's cognitivist learning theory: first, levels, which are not only related to behaviorism and constructivism but also to cognitivism; this element is linked to the mastery of learning that occurs in a sequence. Second, tasks in instructional games must be arranged according to cognitive difficulty levels that reflect specific mastery stages.
However, Kropf (2013) stated that learning through internal processes is evidence of classical cognitive learning theory. He claimed that principles of cognitivist learning theory—such as human perception, attention, learning, memory, concept formation, reasoning, judgment, decision-making, problem-solving, and language processing—enable learners to comprehend intangible lessons and make sense of their surrounding environment.
According to Tuan et al. (2019), Table 2.7 summarizes the relationships between learning theories and gamification elements.
This section presents what the literature reviewed considers the significance associated with gamification in education, including task accomplishment, collaboration, engagement, problem solving, and critical thinking. For instance, Al-Azawi et al. (2016) explained that the benefits of gamification in education includes making content more interesting and engaging, as opposed to traditional lectures, which students may find boring. Hung (2017) examined both the potential and criticisms of gamification through investigating existing empirical studies’ findings about gamification effect on higher education and found that “[o]ne thing that all approaches to gamification share is the focus on giving feedback to users/players/students to let them know how they are doing. However, the feedback should be meaningful; it should help students understand their performance in the class” (Hung, 2017, p. 62). Arnold (2014), who explored gamification’s effects on middle and high school students, argued that gamification involves integrating the structure, purpose, and rewards of gaming into other experiences, such as grocery shopping, browsing the internet, or attending school. Hung (2017) provides evidence that the age demographics of gamers in the U.S. are nearly evenly divided, with individuals aged 18-35 representing 31% of the gaming population.
Likewise, Rahman et al. (2018) conducted a qualitative literature review on the Cloud-Based Gamification Model and claim the key objective of gamification in education is to facilitate the transfer of knowledge and skills to learners. Vanduhe et al. (2020) studied gamification qualifications through their comprehensive mapping analysis of published empirical research. They manually gathered student performance data from faculty lectures and laboratories, processed it using a computer application, and downloaded data logs from Modular Object-Oriented Dynamic Learning Environment (Moodle). The results of their study demonstrated how the use of gamification mechanics and components within the Moodle learning management system enabled students to be actively involved in every stage of the learning process. Their findings identified crucial aspects of gamification in education such as increasing learners' collaboration, engagement, participation, motivation, task commitment, pleasure, problem-solving abilities, and critical thinking skills.
Similarly, Zainuddin et al. (2020) conducted a systematic review regarding the significance of gamification in learning and instruction, concluding that the introduction of gamification in education is a key driver of motivation, engagement, and learner experience, which increases students’ inclination toward gamified learning. Likewise, Surendeleg et al. (2014) stated that gamification not only engages learners but also enhances their learning by providing conditions that lead them to understanding through immediate and constructive feedback. They also found that the interactivity characteristic of gamification is believed to boost learners' participation in educational activities, support active learning, and foster problem-based and experiential learning.
Correspondingly, Signori et al. (2018) conducted a quantitative literature review through several surveys and applied it to management course students at a higher education institution located in the south of Brazil. They found that a significant effect of gamification in education is a higher level of learning for students in gamified environments because "[t]he main goal of gamification in education is to involve and inspire learners in non-gaming contexts…" (Reiners et al., 2015, p. 451). In Figure 2.2, AlSsad and Durugbo (2021) describe how gamification benefits learning processes as an innovative paradigm across different themes of gamification in education.
In his extensive review of articles about the effect of gamification on education, Miller (2013) reported gamification primarily influences learners psychologically. Miller posits when students participate in gamified activities, levels of neurotransmitters like norepinephrine, epinephrine, and dopamine rise in their brains. He explains that these chemicals enhance feelings of happiness and increase learners' openness to education. For instance, he states, "if we learn by simulating such conditions and demonstrating the skill, we form the neural connections in our brain" (Miller, 2013, p. 2). Kaya and Eric (2023) concluded that the gamification of education not only makes the teaching and learning process enjoyable and increases motivation, but also creates a competitive and engaging learning environment.
While the literature reviewed found a variety of benefits to gamification, researchers have also identified challenges associated with gamified learning environments, including addiction and ethical concerns. For instance, Hyrynsalmi et al. (2017), who conducted a systematic literature review on the negative aspects of gamification in education, stated that while gamification has primarily been used to improve learners' interest, it presents serious challenges, such as game addiction and ethical issues. They found that addiction to gaming has increased among learners, even though it remains a niche issue in today's education system; Hyrvnsalmi et al. further assert that learners may prioritize their desire to win the game over fully engaging with the learning task.
Hyrynsalmi et al. (2017) asserted that most game users frequently use profanities during gameplay, which may lead to an unethical alteration in their daily conversations, resulting in more violent interactions. Although O’Sullivan et al. (2021) argue that "...many universities have their own ethical guidelines published on their web, including Ethical Application Forms and Participant Consent Forms" (p. 2041), Consistently, Costa et al. (2022) examined how users interacted with one another as consumers and content creators on gaming platforms and in communities. Costa et al. found that negative aspects, often driven by competitiveness and game experiences, can lead to the verbal expression of profanity.
Lou (2022) also elaborated on another drawback of gamification in education as a result of her study. Lou (2022) studied the factors that contribute to the effectiveness of gamification for educational purposes by selecting 44 articles on the topic of educational gamification using bibliometric analysis software, HistCite, followed by a descriptive content analysis of these articles. Lou (2022) examined three issues related to educational gamification in higher education: the effectiveness of previous empirical studies on educational gamification implementation, how effectiveness has been measured, and the factors contributing to varying effectiveness results. She argued that one essential goal of gamification in education is to foster intrinsic motivation in learners, which occurs when the desire to learn comes from within the student. However, she asserted educational gamification tends to provide extrinsic incentives or rewards, such as badges, points, and competition. Her study's findings indicated that offering substantial and predictable rewards to students, who are already attentive to the rewards of learning tasks, may cause them to shift their motivation from intrinsic to extrinsic. In the same vein, Kamada (1987), who investigated intrinsic and extrinsic motivation in English language learning processes in Japan, argued that an inner drive fueled by curiosity and personal interest in acquiring a more comprehensive set of abilities is known as intrinsic learning motivation. Kamada contended that when incentives are given for actions that were initially intrinsic, the context of intrinsic motivation shifts to an extrinsic one. Deci and Ryan (2000), who researched the motivations behind goal pursuits, also argued that a heavy reliance on extrinsic rewards can diminish intrinsic motivation, as learners may concentrate solely on the rewards rather than the learning process itself. Likewise, Hamari et al. (2016), who conducted a literature review on “Does Gamification work?” argued that extrinsic rewards might result in only temporary engagement, as students may engage in gamified activities primarily to earn rewards rather than to learn, potentially reducing their long-term interest in the subject.
Additionally, in their systematic mapping study on the challenges of gamification in education, Dicheva et al. (2015) criticized that "[t]he lack of proper technical support is one of the major obstacles to applying game elements in education" (p. 10). Moreover, Vanduhe et al.'s (2020) findings confirmed the malfunction of gamification platforms in education, claiming:
The failures occur due to the adoption of gamified platforms that are neither flexible nor customizable, or because these platforms are not specifically designed for educational purposes. This lack of suitable gamification platforms makes it challenging to achieve the desired utility fit in this context. (p. 3)
Comparably, Hyrynsalmi et al. (2017) claimed that some learners might not enjoy gamified learning environments due to their personality traits and preferences within a group, which could negatively impact the performance of other members in such settings. Additionally, Hung’s (2017) empirical study findings disclosed the evidence that '[g]amification is also controversial for appearing exploitative, seeming oversimplified, and tending to rely on extrinsic motivation and learning analytics that may not translate to student learning (Hung, 2017p. 57).
Cultural differences within societies present another critical challenge associated with gamification in education, as revealed by Alshammari's (2023) study findings. Alshammari explored the cultural influences on the effectiveness of gamification in education and identified a lack of effective gamification strategies in diverse cultural contexts, particularly in Western educational settings. He concluded that insufficient gamification strategies for culturally diverse communities complicate the implementation of gamified learning activities in these societies (Alshammari, 2023). Dichev and Dicheva (2017) argue that to address the critical challenges identified across existing literature, it is essential to understand the target population of a gamified system to successfully gamify a learning activity.
The literature reviewed included several scholarly investigations into the development of gamification in education. Zeng et al. (2019) examined the development of educational game elements through a systematic literature review of more than 40 articles and claimed that, due to the high cost of game development, educational games are among the most challenging forms of multimedia to obtain. According to Zeng et al.'s findings, educators are actively exploring options that carefully consider budget, game flexibility, and adaptive game systems while providing customized learning experiences for students. Likewise, Ofosu-Ampong (2020) states that the development and use of game elements—specific to gamified systems—are essential for implementation of gamification in educational organizations. He emphasized that the development of game elements categorizes games through complex collaboration and descriptive processes that focus on the occurrence of gameplay in educational contexts.
Analogously, AlSaad and Durugbo (2021) conducted a systematic review of 96 articles on gamification as innovation to identify recent developments in the field of education. Their findings revealed that gamification is a pattern and process of innovation premised on applying game mechanics to non-game settings, facilitated by creative game designs and disruptive impacts on traditional learning methods. They maintained that the rise of gamification in education enables students to not only enjoy their studies and have fun in classroom settings but also implicitly meet pre-established learning objectives.
The literature reviewed examined the applications of gamification in education. As explained by Rabah et al. (2018), who conducted a second-order review to examine evidence-based discussions on the application of game elements in education; they found that gamification has been implemented in various fields, including business, fitness, health, and education. However, they asserted that the research field of gamification in education is still evolving. "From a global perspective on the acceptance and usage of gamification in education, there is a significant digital divide, with the USA, England, Spain, the Netherlands, and Germany being the largest users, while developing countries show little to no usage" (Surendeleg et al., 2014, p. 1614).
Additionally, Majuri et al. (2018) conducted a review of the empirical literature on gamification in education by cataloging 189 empirical research papers. They found:
…[I]t is not surprising that gamification has especially been addressed and implemented in the realm of education, where supporting and retaining engagement is a constant challenge… The results indicate that gamification in education and learning most commonly utilizes affordances signaling achievement and progression, while social and immersion-oriented affordances are much less common. The findings imply that future research on gamification in education should increasingly emphasize varying the affordances in the implementations and the pursued goals of the gamification solutions (Majuri et al., 2018, p. 11).
The use of game design elements in education involves integrating gaming features into learning management systems (Ofosu-Ampong, 2020). Gamification is implemented in various learning management systems (LMS), such as Massive Open Online Courses (MOOCs) and the Modular Object-Oriented Dynamic Learning Environment (Moodle) (Vanduhe et al., 2020), as discussed below.
The literature reviewed indicates that gamification plays a vital role in the Modular Object-Oriented Dynamic Learning Environment (Moodle). For instance, Hassan et al. (2019) investigated the effect of gamification on a dynamic learning environment, specifically within the Modular Object-Oriented Dynamic Learning Environment (Moodle) learning management system. They stated that students in a postgraduate course engaged in a gamified online discussion environment for eight weeks while working in groups to complete their term projects. The study utilized pre-test and post-test data from students’ online learning to assess their engagement in the gamified discussion setting. Hassan et al.’s study results indicated a significant difference between the pre-test and post-test scores, demonstrating that the gamified online discussion environment enhanced students' engagement for several reasons. First, according to Hasan et al. (2019), Modular Object-Oriented Dynamic Learning Environment (Moodle)’s flexibility and user-friendly features allow for the development of a gamified learning environment by integrating game design mechanics, such as time limitations, badges, leaderboards, discussion forums, and points. Second, Vanduhe et al. (2020) stated that Moodle has a comprehensive educational objective to gamify learning activities using an innovative gamification methodology. Next, Vanduhe et al. argued that "[b]ecause Moodle provides a free interactive online gamification platform, it will be easy for other institutions to use Moodle to achieve their goals and interests in adopting gamification" (p. 1). Finaly, “Moodle is one of the learning management systems (LMS) that disposes of elements customized easily and simply, facilitating gamification, aiming at trainees’ active engagement” (Karra et al., 2019, p. 74). Karra et al. presented Figure 2.3 to depict gamification elements within the Moodle learning management system, aiming to improve the Moodle learning environment by including features such as level, ranking block, badges, and avatars in Moodle.
Massive Open Online Courses (MOOCs) are another form of learning management system that tends to incorporate gamification elements as integral components. For instance, Antonaci et al. (2017) claimed that Massive Open Online Courses (MOOCs) frequently report very low completion rates, which have been questioned as the only relevant measure of quality. Antonaci et al. suggested that to improve achievement rates and the evaluation of goal completion in Massive Open Online Courses (MOOCs), it is crucial to apply game elements as essential and innovative features. Khalil et al. (2018) also discussed the gamification of Massive Open Online Courses (MOOCs) at the Open Education Global Conference in 2018, leading them to concur that:
A Massive Open Online Course (MOOC) is a type of online learning environment that has the potential to increase students' access to education. However, the low completion rates in MOOCs suggest that student engagement and progression in the courses are problematic. Following the increasing adoption of gamification in education, gamification can also be effectively adopted in MOOCs to enhance students' motivation and increase completion rates. (Khalil et al., 2018, p. 17)
Antonaci et al. (2017) also reported that the Internet has provided Massive Open Online Courses (MOOCs) with significant benefits that could hypothetically offer progressive education to everyone for free. However, they maintained that despite Massive Open Online Courses’ potential to provide knowledge at no cost, studies indicate several underlying limitations, such as user disengagement and high dropout rates. They suggested that the application of gamification as a contemporary methodology in Massive Open Online Courses (MOOCs) is essential for improving learners' objective achievement, engagement, and performance. "The general hypothesis is that gamification fosters higher levels of engagement, participation, and motivation if applied correctly" (Reiners, 2016, p. 451). Borrás-Gené et al. (2019), who conducted a literature review on experiences of a Massive Open Online Course (MOOC) at the University Rey Juan Carlos with a connectivism approach, analyzed gamification's concepts of fun and motivation. Borras-Gene et al. presented Figure 2.4 to illustrate the incorporation of game elements in Massive Open Online courses (MOOCs). Through their study on Massive Open Online Courses (MOOCs) and gamification, Borrás-Gené et al. found that incorporating gamification into Massive Open Online Courses (MOOCs) increases learners’ motivation and makes the learning environment fun and exciting.
Although the literature reviewed has mainly focused on a significant number of recently published books and peer-reviewed articles from 2012 to 2024 about gamification in education, it revealed several gaps in the literature. For example, Alshammari’s (2023) who studied cultural influences on the effectiveness of gamification in education, indicated that recent research undervalues the efficacy of gamification initiatives in a variety of cultural situations. Additionally, according to Rahman and Mohiudin (2022), who investigated the role of personalities and learning styles in the effectiveness of gamification in education assert that individual differences, such as learning styles in gamified learning environments, have not been thoroughly examined in studies; Rahman and Mohiudin said that it opened doors for more investigations regarding the role of learning styles in gamified learning environments.
Another gap identified in the reviewed literature is that "gamification as an academic topic of study is relatively young, and there are few well-established theoretical frameworks or unified discourses" (Hamari et al., 2014, n.p.). According to O’Sullivan et al. (2021) there is minimal literature addressing the ethical implications of gamification, including concerns related to data privacy and potential manipulation.
Garett and Young (2018), in their peer-reviewed literature on game mechanics and elements, stated that “[t]he use of gamification to produce sustained behavioral change is promising. However, more studies will be needed to establish evidence-based strategies that support the costs and effectiveness of integrating gamification into online health and medical education programs” (p. 343). Similarly, Wiggins (2016) expressed doubts that gamification policies continue to invite further studies and disputes regarding which should be included as strategy types and which policies do not investigate gamification deeply enough in education. According to Wiggins, there also is lack of research on gamification policies in education, inviting additional studies to establish concrete gamification strategies in this field.
According to Vanduhe et al. (2020), Figure 2.5 indicates that most studies focus on gamification in computer science education, rather than investigating its application in other educational areas, such as game programing, Math, and Engineering.
In short, further research is warranted in the following areas:
The general field literature review on digital gamification in education concludes that digital gamification represents a paradigm of innovative processes that promise to apply game elements to non-game environments, such as education, to increase learners' engagement, motivation, and learning achievements (AlSaad & Gurugbo, 2021).
Studies reviewed indicate that game design elements are divided into two parts, game principles, and game mechanics both parts are crucial to working synergistically to achieve desired learning objectives (Aguilar et al., 2018). AlSaad and Durugbo (2021) summarized that digital gamification as innovation offers a framework for value creation that prioritizes collaboration, process enhancement, creativity, incentive-driven competition, and process evaluation. However, dependencies on playing games and ethical issues are unfortunate disadvantages of digital gamification in education that cause learners needing to be supervised while participating in gamified learning environments (Hyrynsalmi et al., 2017).
Wiggins' (2016) and O’Sullivan et al.’s (2021)) studies concluded that gamification policies continue to invite further research. Likewise, the literature reviewed revealed that the investigation of gamification strategies in education is insufficiently explored, highlighting the need for more studies to establish essential strategies for gamification in education.
Similarly, Laamarti et al. (2014) asserted that while the pleasure of playing gamified learning activities is the very means by which learning objectives can be gained, serious games should be kept enjoyable, but not at the price of educational objectives. They argued that how this balance can be achieved is open to further study. The Special Field will examine online simulation games, one example of gamification, in the context of language learning in the United States.
Note for Chapter 2, Part 2: Special Field Literature Review
Note for Chapter 2, Part 2: Special Field Literature Review
I have revised Chapter 2, Part 2: Special Field Literature Review based on feedback and comments from my peers, Dr. Kara and Dr. Liam.
In this updated version of Chapter 2, Part 2: Special Field Literature Review, the following modifications have been made:
The section "Key Concepts Related to Online Simulation Games in Language Acquisition" has been moved under the "Terms and Definitions" section.
The section "Theories Associated with Online Simulation Games in Language Education" has been moved under the "Key Concepts Related to Online Simulation Games in Language Acquisition" section.
New content and context have been added based on feedback and comments from my peers, Dr. Kara and Dr. Liam.
The references for Chapter 2, Part 2: Special Field Literature Review have been updated and integrated into the references page, which now includes the references for Chapters 2 and 3.
This Word document contains only the Chapter 2, Part 2: Special Field Literature Review section.
This Word document contains the final revised version of Chapter 2, Part 2: Special Field Literature Review, ready for the qualifying exam, as confirmed by Dr. Liam and Dr. Stuart.
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Ahmad Anees
Introduction
The literature reviewed disclosed that rapid advancement of technology in education has opened new possibilities for language learning, particularly through online simulation games. Numerous scholars claim that traditional language instruction, which often relies heavily on grammar drills and theoretical exercises, has faced increasing criticism for being disengaging and ineffective. For instance, Dhumal (2015) made the claim that “[t]heoretically taught language becomes tedious and boring with no effective results,” (Dhumal, 2015, p. 60). He contended that grammar-based, monotonous teaching methods frequently lead to a lack of interest and poor learning outcomes. He found this issue leads to the need for more interactive and engaging approaches to language instruction, such as online simulation games, with their immersive, real-world contexts, provide a unique platform for language learners to practice and develop their skills in dynamic and authentic environments. Similarly, Mohsen (2016), who conducted an experimental study on the use of computer-based simulation to aid comprehension and incidental vocabulary learning, found that “[o]ne of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes” (p. 1). In the same vein, Mohsen (2016), Wang (2019) investigated three classroom interventions: teacher instruction, peer interaction, and in-class activities, for the integration of simulation games in language classrooms. Her experiment and evaluation of the interventions were based on qualitatively and quantitatively collected data, leading her to find that simulation games are a subgroup of games that have captivated the attention of language learning researchers. Dhumal (2015) stated that “simulation refers to a task-based activity in which real-life situations are explored. This type of learning has no barriers and can be applied or implemented to all age groups” (p. 1). Likewise, Carbonell et al. (2001), who investigated the relationship between simulation games and language acquisition, defined the concept of simulation games in a language-learning context as a “… learning method in which users have roles, obligations, and adequate key information about the issue to carry out these responsibilities without play-acting or inventing key facts” (p. 483).
According to Zin and Yue's (2009) qualitative study findings, digital games are an interactive form of technology that may efficiently and entertainingly support learning, particularly for younger students. Zin and Yue further stated that the Digital Game-Based Learning (DGBL) method uses games as a medium to provide educational materials. They asserted that there is currently a dearth of research in the field of educational technology on how to create gaming environments that both engage and entertain players while fostering knowledge development, deepening comprehension, and enhancing problem-solving skills. Zin and Yue proposed that pedagogy should be explicitly incorporated into games and that learning outcomes should be established as a goal from the beginning of the design process.
The purpose of this literature review is to investigate the potential of online simulation games to address the shortcomings of traditional language learning methods in the U.S., examining their impact on learner motivation, engagement, and overall language proficiency.
The literature reviewed addresses the following questions:
The following section offers a brief overview of the history of using digital simulation games for language acquisition.
The literature reviewed revealed that the following periods comprise the history of digital games in general and digital simulation games, in particular, in language instruction:
Early Establishments, 1980s–1990s
According to Hubbard and Bradin (2004), the concept of using games for education dates to the early computer-assisted language learning (CALL) programs of the 1980s and 1990s. They noted that programs for learning languages included basic role-playing games and simulations to create immersive environments. Hubbard and Bradin argued that early programs like Where in the World is Carmen Sandiego? (1985) and The Oregon Trail (1971) introduced students to narrative-based games and encouraged them to use language in meaningful ways, even if they weren't created specifically for language acquisition. Zheng et al. (2009) contended that at the time, educational software frequently included exercises and practice, but the advent of graphical user interfaces made it possible to incorporate more sophisticated forms of interaction. They argued that these early simulations set the foundation for later, more complex language learning systems by allowing learners to make decisions in a virtual setting.
The Growth of Language-Specific Simulations (2000s)
By the 2000s, researchers and developers in education were producing computer simulations specifically designed for language acquisition. Through these simulations, players could explore real-world scenarios in games like the EU-funded Mission Europe (2007), learning French, German, and Polish in the process. Mission Europe helped users gain vocabulary, grammar, and cultural understanding by combining aspects of role-playing and problem-solving with real-world language encounters. Some games, like Who is Oscar Lake? (1995), challenged players' comprehension of language by placing them in detective-style situations and requiring them to solve puzzles in the target language. Unlike traditional grammar or vocabulary exercises, these interactive games provided students with the opportunity to practice language in more organic, spontaneous ways (Rankin et al., 2009; Zheng et al., 2009).
Virtual Worlds and Massively Multiplayer Online Games (MMOGs) (2010s)
The potential of MMOGs like World of Warcraft (2004) to aid in language acquisition was investigated by Peterson (2016); he found that as massively multiplayer online games (MMOGs) and virtual worlds gained popularity in the late 2000s and early 2010s, language teachers discovered they could use these platforms to offer immersive language experiences. Peterson also found that the virtual reality platform Second Life (2003) proved to be a successful venue for language teachers, allowing them to create online language schools where students could interact and practice speaking with native speakers in real time. He claims that this platform provides opportunities for role-playing, simulations, and task-based learning. According to Rankin et al. (2009), these games facilitate meaningful communication in the target language, as players engage in real-time interactions with players worldwide. Rankin et al. assert that the social and cooperative elements of these games offer a rich environment for language practice and learning.
Mobile Simulation Apps and Gamification (2010s–Present)
In the 2010s, there was an increase in the creation of gamified language learning platforms and mobile apps. To make language learning more engaging, apps like Duolingo (2011) and Babbel (2008) incorporated game design elements, including levels, rewards, and challenges (Hubbard and Bradin, 2004). Furthermore, Zheng et al. (2009) found that modern simulation games, such as Influent (2014), prioritize vocabulary acquisition by allowing players to engage with virtual worlds, discover new words, and interact with objects.
Current Advancements and the Integration of VR/AR (2020s)
According to Rankin et al. (2009), virtual reality (VR) and augmented reality (AR) are among the newest developments in digital simulation games for language learning. Virtual reality systems like Mondly VR (2020) provide learners with immersive environments in which they can practice communicating with virtual characters in scenarios that mimic real-world situations, such as placing an order at a restaurant or asking for directions. This enhances the contextual learning experience that simulation games provide (Rankin et al., 2009; Zheng et al., 2009).
In short, the history of digital simulation games in language acquisition began in the early 1980s and 1990s. From the first interactive simulations to the most sophisticated virtual reality applications, digital simulation games have significantly impacted language training. Their evolution reflects our growing understanding that meaningful, immersive settings are ideal for language learning, as students actively engage with the language, solve problems, and use it in social and practical contexts (Hubbard and Bradin, 2004; Zheng et al., 2009; Rankin et al., 2009; Peterson, 2016).
The next section examines the terms and definitions uncovered by the literature reviewed.
The literature reviewed revealed aggregated terms and definitions related to online simulation games in language acquisition from different sources, as follows:
Simulation Games
Simulation games refer to task-based activities in which real-life situations are explored and learners assume roles, duties, and receive sufficient key information about the relevant problems to carry out tasks (Peterson, 2010; Dhumal, 2015; Carbonell et al., 2021; Clapper, 2010; Kikkawa et al., 2022). Wong (2019) also defined a simulation game as an interactive computer software that is reality-based and goal-focused.
On the other hand, Dorn’s (1989) study findings indicate that establishing a universal definition for the term "simulation games" is challenging because these games are often used interchangeably with terms such as game simulations, gaming simulations, games with simulated environments, instructional games, and educational games, without a consistent taxonomy. Dorn stated that “[t]his confusion has caused the terms 'simulation,' 'gaming,' and 'simulation gaming' to be characterized as 'almost meaningless'” (p. 2). He argued that since the term "simulation game" consists of two words, it is essential to define both: a simulation is an operational representation of core features of reality, while a game is any competition among users that operates under rules with a specific objective.
Despite the confusion, Dorn (1989) provided a precise definition of simulation games as activities undertaken by players whose actions are constrained by a set of explicit rules specific to that game and by a predetermined endpoint. The reviewed literature revealed several terms and phrases related to simulation games, along with their definitions:
Interaction Simulation: An act of simulating a situation in which the outcome varies depending on human participation, allowing learners to practice different sets of actions to learn the correct response to an event (Coleman, 2022).
Scenarios: Descriptions of contexts in which simulation games take place; scenarios outline the desired development of the game over time and events that occur during gameplay to enhance learning (Houten & Verbraeck, 2006).
Simulated Learning: An engaging representation of real-life scenarios that comprises educational methods where learners are provided with safe yet interesting practice for learning (Coleman, 2022).
Task Trainer: A computer-enhanced tool used to train core components of a task, method, or skill set (Lopreiato, 2016).
Educational Simulation: “A computer program that models some phenomenon or activity and is designed to have participants learn about the phenomenon or activity through interaction with it. Participants usually have a defined role in the simulation” (Rieber, 2012, p. 564).
Educational Game: Competitive, rule-based endeavors involving one or more users with a defined objective of performing at a superior level, either relative to an earlier performance level or in relation to the performance levels of other users (Rieber, 2012).
Additionally, Kikkawa et al. (2022) provide numerous terms, and their definitions related to online simulation games, as outlined below:
Game: A game is a form of play, and gaming simulation refers to games that are considered models of reality. They stated that a model is a representation of a real system or process that helps designers and learners understand how the system works.
Simulation: The process of replicating an existing real situation by imitating a set of conditions.
Gaming Simulation: A simulation of the effects of judgments made by players assuming roles related to a system of policies, with clear indications of resources that accurately represent the existing structure and available supplies.
Model Gaming Simulation: Model gaming simulation combines role-play and simulation.
Role-Playing: Role playing is activities in online simulation learning environments that are integral to simulation games.
Game Rules: Instructions that allow players of simulation games to engage in specific interactions, communication, and feedback (Kikkawa et al., 2022).
Additionally, the next section outlines the key concepts, and their definitions related to the use of online simulation games in language learning.
The literature reviewed discussed several concepts related to online simulation games in language acquisition, including games, virtual reality, augmented reality, three-dimensional reality, the Metaverse, and artificial intelligence. Below are accumulated explanations of these concepts from various sources:
Many scholars believe that games are essential components of online simulation learning activities. Apacki (1991), for example, defined games as any activities that involve computation, social interaction, and some form of reward. These aspects are crucial in online simulation games; however, unlike simulations, games typically have winners and losers. According to Godwin-Johnes (2014), there has been a discernible increase in interest in using digital games for language learning in recent years. He conjectured that this trend aligns with the explosive growth of multiplayer online gaming and the widespread use of smartphone applications. Godwin-Johnes also highlighted educators' growing interest in linking classroom instruction to students' real-world experiences and recognizing the importance of informal, extracurricular learning.
Gee (2015), who investigated the relationship between games, the mind, and learning, argued that despite being part of popular culture, video games serve as valuable contexts for studying and exercising the human mind. He suggested that they may provide deeper insights into human thinking and learning, as well as new ways to engage learners in meaningful and immersive educational experiences. Through her dissertation on simulation in language learning, Lyu (2006) provided empirical evidence supporting the idea that games are like simulations because both are autonomous in nature. She argued that players in both activities manage their roles while adhering to the guidelines within their environments. Lyu aimed to identify the differences between simulations and games based on the degree of realism in their tasks. She claimed that games present little realism in their objectives, whereas simulations offer a more realistic experience. For instance:
…[I]n Western chess, the castle moves, the bishop is powerful, the queen is more powerful than the king, and the king is the most vulnerable piece. However, in reality, a castle cannot move, a bishop may be powerful in politics but not in a war, a queen has less power than the king, and a king is the most powerful person in the kingdom. There is no clear-cut divide between simulations and games in this matter; rather, it is a continuum. Comparing Western chess to Chinese chess, the latter has more functional realism since the characteristics of the pieces represent a greater degree of reality. For instance, the cannon in Chinese chess always moves forward while skipping one piece, which represents a real cannon’s shooting, and the elephant cannot cross the river. (Lyu, 2006, pp. 15-16)
Several scholars have investigated role-play as an essential part of online simulation games in language learning. Anchor (1978) states that, based on Huizinga’s (1872-1945) play theory, “…man is created…to be a plaything of God” (p. 63). Kikkawa et al. (2022) define role-playing as an integral part of simulation games, along with the game rules that allow players to engage in interactions, communication, and feedback. Hitchens and Drachen (2009), Daniau (2005), Salen and Zimmerman (2004), Lortrz (1979), and Clapper (2010) all investigated simulation and role-play. They found that role-play is one of the crucial types of simulation games that allows students to become engaged in learning activities. They argued that role-play has the potential to instigate and improve content skills, as well as the expertise needed for future success by incorporating real-world situations. Clapper found evidence that simulation engages participants in a very real learning experience that closely resembles a real-life situation. He claimed that these actual situations may be simulated by either hiring prototypes in the case of role-playing or using players to bring the knowledge to life. He argued that, nevertheless, while simulation is becoming more dominant among other disciplines for aggregate understanding and skill building, the education discipline has not fully embraced this strategy.
In his book “Homo Ludens 2.0: The Ludic Turn in Media Theory,” Raessens (2020) quoted Huizinga’s (1955) definition of play as:
[A]free activity standing quite consciously outside ‘ordinary life’ as being ‘not meant,’ but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained from it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings. (Huizinga, 1955, p. 13)
Likewise, Abdul Rahman et al. (2018) conducted a study to assess how role-playing and simulation techniques affect the oral communication skills of Malaysian Polytechnic engineering students learning English as a Second Language (ESL). The researchers used a mixed-methods approach to gather comprehensive data. The results demonstrated that students who engaged in role-playing and simulation exercises showed substantial improvement in their speaking abilities, as evidenced by significantly higher post-test scores compared to their pre-test scores. Based on these findings, the authors recommended incorporating role-playing and simulation activities into ESL curricula, highlighting their efficacy in improving students' oral communication skills. The study ultimately concluded that role-playing and simulation techniques play a positive role in improving the speaking proficiency of ESL learners.
The literature reviewed disclosed that virtual reality is another important concept in online simulation games within language learning environments. According to the University of Toronto website, “Virtual Reality, or VR, is the use of computer technology to create a simulated environment that can be explored in 360 degrees. Unlike traditional interfaces, VR places the user inside the virtual environment to provide an immersive experience” (para.1). Tyagi and Sengupta (2020) defined virtual reality (VR) as a method of making experiences more realistic by providing visual and sensory engagement facilitated by devices such as glasses and headsets.
In the TED video titled “The Future of Virtual Reality in Education”, Michael Bodekaer explains how virtual reality is used across different educational disciplines and how it works in conjunction with simulation techniques to make quality education more accessible and engaging. In the video, he emphasizes the importance of virtual reality in simulations from 1:37 to 2:25, stating that virtual reality provides valuable applications for digital simulation in education because “…too many university students around the world are bored, disengaged, and sometimes not even sure why they're learning about a topic” (Bodekaer, 2016, 1: 37 – 2:25).
Parmaxi and Demetriou (2020) investigated virtual reality as an emerging technology in language learning by analyzing 26 scholarly manuscripts from 2015 to 2018 and found that:
The potential benefits indicated in the VR corpus, in terms of learning and skills improvement, were synthesized. It was noted that virtual reality provides ample opportunities for supporting language learning and teaching, as well as for fostering skills and competencies not directly related to language learning but necessary for 21st-century learners, such as teamwork, autonomy, and cultural awareness. (Parmaxi & Demetriou, 2020, p. 10)
Campbell (2023) presents an example in Figure 2.10 of how virtual reality is applied in online language learning simulations. It demonstrates how a virtual space for language exchange programs can help learners practice their language skills while gaining cultural knowledge by interacting with native speakers worldwide in an immersive, realistic environment.
Augmented reality plays a crucial role in online simulation games for language acquisition. It is as a form of virtual reality in which imitative stimuli are overlaid on real objects, typically to make knowledge that is otherwise imperceptible to human senses more apparent (Coleman, 2022). Likewise, the findings of Tyagi and Sengupta’s (2020) qualitative study indicated that augmented reality (AR) is a creative way to transform a virtual realm into reality using specialized devices, such as an iPhone. They argued that AR facilitates interaction with real objects in conjunction with computer-based settings and may even assist in restoration. Parmaxi and Demetriou’s (2020) quantitative study demonstrated that the popularity of using mobile-based augmented reality (AR) for supporting vocabulary is 23.9%, for reading is 12.7%, for speaking is 9.9%, for writing is 8.5%, and for generic language skills is 9.9%. Their qualitative findings also identified areas worthy of future research in the application of augmented reality (AR) in language acquisition.
Chang (2018), who explored language learning through augmented reality with MondlyAR, provided a video (https://youtu.be/G6EiRObptJk?si=8HNG44igXg9VX08m) demonstrating the use of augmented reality in language learning simulations. The video shows how augmented reality, in combination with online simulations, enables language learners to learn vocabulary related to animals, birds, and other items in various languages.
James’ (2018) qualitative study on augmented reality technology and language learning found that augmented reality (AR) offers innovative methods for enhancing comprehension and engagement in language learning. After reviewing multiple studies, James found that AR has significant educational advantages, such as interactive practice, increased student motivation, and immersive experiences that facilitate contextual learning. Teachers looking to improve language instruction and enhance student achievement may find augmented reality (AR) to be a valuable technological tool (James, 2018). Similarly, Parmaxi and Demetriou (2020) identified several educational benefits of augmented reality (AR) through a review of various research studies, such as enhancing students’ immersive experiences that support contextual learning. According to Parmaxi and Demetriou (2020), augmented reality (AR) has the potential to be a powerful technological tool for educators seeking to enhance language education and improve student achievement. Parmaxi and Demetriou (2020) provided Figure 2.10 to illustrate how the count of skills is taught through augmented reality.
Scholars found that online simulation games in language learning contexts are impacted in different ways by three-dimensional realism. For example, empirical research by Franciosi et al. (2016) examined how a simple simulation game affected word memory over the long term. The findings showed that language acquisition might benefit from simulation games, and it makes sense for academics to focus on those that utilize three-dimensional (3D) virtual world technologies. They noted that, since three-dimensional (3D) visual aids provide a comical sensory experience, their appeal is understandable. Peeters (2019), who studied three-dimensional reality in the context of online simulation games for language learning, claimed that:
Benefits of using virtual reality as an experimental method include that, in a virtual environment, as in the real world, there is no artificial spatial divide between participant and stimulus. Moreover, virtual reality experiments do not necessarily have to include a repetitive trial structure or an unnatural experimental task. (p. 894)
Pellas et al. (2017) concluded that 3D virtual reality simulation games are beneficial for students because they may improve academic performance and offer educational advantages. Additionally, online simulation games can enhance students' involvement and level of engagement.
However, Franciosi et al. (2016) discovered some drawbacks to playing games with three-dimensional (3D) settings, which might be costly to implement in many educational contexts. They argued that, because simulation games based on three-dimensional (3D) reality, such as Second Life, require a stable Internet connection, they do not necessarily provide the best learning environment; in particular, anxiety caused by erratic access may have a detrimental effect on language acquisition.
Many researchers argued that the metaverse plays a significant role in online simulation games used in language learning environments. For instance, in his analysis of the concept of the metaverse in language learning, Kern (2022) provided the following explanation of the term:
The metaverse is a massively scaled and interoperable network of real-time rendered 3D virtual worlds that can be experienced synchronously and persistently by an effectively unlimited number of users, each with an individual sense of presence and continuity of data, such as identity, history, entitlements, objects, communications, and payments. (Para. 4)
Kern (2022) also gives an example of a student who visits a library website rather than the physical location. According to Kern, in the metaverse, a person may stroll into a virtual three-dimensional (3D) library and approach the desk to ask the librarian for help, rather than just visiting the website. Second Life, a three-dimensional (3D) virtual reality platform that has been widely used by librarians, serves as an excellent illustration of a metaverse. According to Kern (2022), Figure 2.11 illustrates a Second Life library as an example of the Metaverse.
The results of an experimental research study conducted by Tamai et al. (2011) revealed that, compared to traditional classroom or textbook-based instruction, metaverse-based learning may be more effective in teaching language and culture. Additionally, they suggested that teaching in the metaverse is a helpful method for improving students' cultural understanding.
However, MacCallum and Parsons (2019) investigated the potential of the metaverse for learning and found that “…even experienced teachers tended to focus on content rather than on how AR can help students learn. There is therefore a need to provide suitable professional development to teachers of all levels of experience if they are to fully realize the educational potential of AR in their practice” (para. 21). Chen (2021) provided the following digital image as Figure 2.12, which illustrates the metaverse as a network of real-time rendered 3D virtual worlds.
Goksel and Bozkurt (2019) assert that artificial intelligence (AI), which mimics human intellect through algorithmic construction, is another fundamental concept in online simulation games for language acquisition. According to Goksel and Bozkurt, extensive skill sets and competencies that were previously performed only by humans are now executed by technological devices assisted by AI. In a similar vein, Plitnchneko (2020), who examined several academic publications regarding AI in the context of online simulation games, asserted that artificial intelligence is a field of study and development aimed at creating machines designed to enhance human cognitive functions.
According to Goksel and Bozkurt's (2019) research, AI plays a significant role in people's lives, and they concluded that:
There have been mind-blowing developments in the evolution of AI and the remarkable role it has played in human lives. Recently, there have been some concrete examples of AI being capable of learning how to think like a human. These examples have even demonstrated that AI-based applications, in some cases, can function better than humans. (Goksel & Bozkurt, 2019, p. 225)
In this brief video clip, https://www.youtube.com/watch?v=Amfrm2V_KO0, German students encounter their first robot instructor, illustrating how artificial intelligence (AI) is being applied in education (DW Documentary., 2019).
Tyagi and Sengupta (2020) examined the connection between artificial intelligence (AI) and simulation games, finding that AI is increasingly integrated into the mechanics of both, impacting them in numerous ways. For instance, even though every student has a different learning style and set of abilities, Arora (2021) claims that artificial intelligence (AI) increases students' motivation to study by providing them with tailored learning opportunities that suit their requirements and interests. Johnson and Valente (2008) defined the Tactical Language and Culture Training System (TLCTS) as a significant example of artificial intelligence in language learning. They found evidence that it accelerates students' acquisition of conversational language and cultural skills. Johnson and Valente stated that the TLCTS uses artificial intelligence technologies in various ways, such as tracking and evaluating language learners' performance and proficiency, interpreting their actions, enabling non-player characters to respond, and facilitating interactions during the learners' speech.
This 4:32-minute video clip examines the impact of artificial intelligence on education (https://www.youtube.com/watch?v=-nsVW6c2OQU). It also covers the use of computers to create dynamic and engaging learning environments, the use of artificial intelligence (AI) to create personalized learning experiences, and the application of algorithms to provide students with feedback and support (Learning Journey YouTube Channel, 2019).
Arora (2021) claims that even though every student has a different learning style and set of abilities, artificial intelligence (AI) increases students' motivation to study by providing them with tailored learning opportunities that suit their requirements and interests. For example, Johnson and Valente (2008) who studied the role of artificial intelligence (AI) in language learning education, found that Tactical Language and Culture Training System (TLCTS) is a significant example of artificial intelligence in language learning. They found that it accelerates students' acquisition of conversational language and cultural skills. Johnson and Valente stated that the Tactical Language and Culture Training System (TLCTS) uses artificial intelligence technologies in various ways, such as tracking and evaluating language learners' performance and proficiency, interpreting their actions, enabling non-player characters to respond, and facilitating interactions during the learners' speech. Figure 2.13 below shows a screenshot from the Mission Game in the Canadian Forces version of the Tactical Pashto language program used in Afghanistan (Johnson & Valente, 2008).
In conclusion, the reviewed literature revealed several key concepts related to online simulation games in language acquisition, including games, virtual reality (VR), augmented reality (AR), three-dimensional (3D) reality, the Metaverse, and artificial intelligence (AI). Scholars agree that games are integral to online simulation learning, offering rewards, social interaction, and engagement, with research indicating an increasing use of digital games for language learning (Godwin-Johnes, 2014). Role-playing within simulations is also emphasized as a valuable tool for enhancing language skills by immersing learners in real-world contexts (Abdul Rahman et al., 2018). Virtual reality (VR) and augmented reality (AR) are noted for their ability to create immersive, interactive environments that enhance language learning and foster essential 21st-century skills, such as teamwork and cultural awareness (Parmaxi & Demetriou, 2020). Three-dimensional virtual worlds, such as those used in simulation games, contribute to deeper learning experiences but may present practical limitations, such as cost and connectivity issues (Peeters, 2019). The Metaverse is explored as a platform that can provide highly immersive, interactive virtual spaces for language and cultural learning, though challenges related to teacher training for its effective use remain (Kern, 2022). Finally, AI is identified as a transformative technology in simulation games, offering personalized learning experiences and enhancing language acquisition through adaptive systems like the Tactical Language and Culture Training System (Arora, 2021).
The following section discusses theories related to online simulation games in language education.
To establish a foundation for the objectives of the literature reviewed, several theories related to online simulation games in language learning are discussed. These include simulation theory, multiliteracies theory, multimedia learning theory, social cognitive theory, and experiential learning, as outlined below:
Simulation theory has influenced the language learning environment in several ways. For instance, the results of research conducted by Hamad and Alnuxaili (2022) and Sydorenko et al. (2019) indicate that the concept of simulation can help students improve their speaking skills in areas such as body language, fluency, pronunciation, intonation, grammar, and vocabulary use. According to these researchers, simulation enhances speaking skills and can be employed as a teaching strategy for languages (Hamad & Alnuxaili, 2022; Sydorenko et al., 2019). They further argued that with the use of technology and smartphone apps, students can improve their language acquisition and overcome their lack of practice opportunities.
Ashcroft (2022), in his article “Nick Bostrom’s Simulation Theory: We Could Be Living Inside the Matrix,” stated that:
In 2003, philosopher Nick Bostrom introduced his famous “simulation theory,” in which he explores the probability that we are all living inside an artificial simulation. Bostrom discusses how a future society could become so technologically advanced that its inhabitants learn how to generate complex artificial worlds using powerful computers. If this is possible, then the probability that we are living inside a computer simulation, Matrix-style, is extremely high. (Ashcroft, 2022, para. 1)
According to Ashcroft (2022), Figure 2.14 illustrates a simulated environment where players, acting as learners, simulate a real-life situation.
Similarly, in his dissertation, Simulation and Language Learning: Improving Communication Skills Through Simulations, Lyu (2006) found that to improve language learning communication skills, students need to be given opportunities to converse with others. Simulation is an effective way to provide sufficient occasions for students to communicate in language learning. He found that participants indeed communicate to fulfill roles and solve real-life problems within simulations.
Multiliteracies theory benefits online simulation games in language learning in several ways. For example, the multiliteracies philosophy provides a set of educationally useful conceptual representations and ideas for an expanded range of literacy, including online simulation games in language learning practices, as a response to new opportunities (Kalantzis, Cope & Cloonan, 2010). According to Hong and Hua (2020), who undertook a systematic literature review analyzing topics and trends related to multiliteracies in the classroom environment, a new understanding of multiliteracies pedagogies is crucial for teachers, educators, and students. Their study's results show that previous research has frequently considered the variety of multiliteracies that students bring to the classroom, in addition to the multimodality of meaning-making and meaning-recreating. Cope and Kalantzis (2001) argue that:
Meaning is made in ways that are increasingly multimodal—in which written-linguistic modes of meaning are part and parcel of visual, audio, and spatial patterns of meaning… These two developments have the potential to transform both the substance and pedagogy of literacy teaching not only in English but also in other languages of the world. (p. 11)
Comparably, Holloway and Gouthro (2022), who studied the multiliteracies approach to teaching adult second language learners in a community college, stated that “[m]ultiliteracies is a term coined by the New London Group (1996) to explore critical and creative approaches to literacy that support learners from diverse backgrounds” (para. 1). Additionally, Robertson (2012) argued that the structure of multiliteracies theory is composed of four parts: First, situational practice, which gives students the chance to study in real-world contexts with practical applications. Second, explicit instructions that foster analytical comprehension and scaffold learning are provided by teachers. Third, critical framing, in which students examine data in an unfamiliar environment to make connections between knowledge. Fourth, a practice transformation occurs when students engage in simulation games or other introspective activities based on their own ideals and aspirations.
However, Cope and Kalantzis (2021) asserted that “[t]he Multiliteracies manifesto identified six potential metalanguages—Linguistic Design, Visual Design, Audio Design, Gestural Design, Spatial Design, and Multimodal Design. These different modes of meaning were seen, of course, as increasingly interconnected” (p. 12).
Multiliteracies provide a contemporary method of teaching languages by equipping learners with technological, multimodal, and social resources. In response to these opportunities, the multiliteracies philosophy offers a collection of conceptual representations and ideas for an extended variety of literacy activities that are useful in the classroom (Kalantzis, Cope, & Coleman, 2010; Holloway & Gouthro, 2022).
In this video clip (https://www.youtube.com/watch?v=NyK70HOaMDU), Mary Kalantzis discusses the role of meaning in the multiliteracies hypothesis (0:43–1:16). According to her explanation, the multiliteracies hypothesis allows students to learn through images, videos, and infographics in addition to text (Education at Illinois, 2019).
Multimedia learning theory affects online simulation games in many ways because “[a] multimedia instructional message is a communication using words and pictures that is intended to promote learning” (Mayer, 2002, p. 1). This theory was developed by Mayer, who stated, “A multimedia instructional message is a communication using words and pictures that is intended to promote learning” (Mayer, 2002, p. 1). Likewise, Ramlatchan (2019) who investigated relation between theories, research and practice, defined multimedia learning theory as “…the use of multiple simultaneous techniques and instructional message design, such as combining narration and visuals in a presentation” (p. 3). He asserted that multimedia learning theory emphasizes multiple presentation approaches to deliver epistemological information, including audio, videos, narration, simulation games, and graphics. Ramlatchan stated that multimedia learning theory explains a sequence of procedures that occur as a learner creates a new representation. This process involves: first, initial viewing and listening to instructional content, followed by the immediate storage of that information in short-term memory; next, germane resources in working memory create relationships between the visual and verbal information while recalling associated previous knowledge from long-term memory; and finally, new schemas can be generated, or existing schemas improved and stored in long-term memory. These concepts are illustrated in Figure 2.8, according to Ramlatchan (2019).
In the same vein, Rieber (2012), who investigated multimedia learning in games, simulations, and microworlds, asserted that interactive multimedia, such as games and simulations, is distinct from explanation-focused multimedia, which employs multimedia elements like text, static graphics, animations, videos, and audio in "scripted" ways. Ramlatchan (2019) stated that multimedia learning theory explains a sequence of procedures that occur as a learner creates a new representation. He asserts that this process involves: first, initial viewing and listening to instructional content, followed by the immediate storage of that information in short-term memory; next, resources in working memory create relationships between the visual and verbal information while recalling associated previous knowledge from long-term memory; and finally, new schemas can be generated, or existing schemas improved and stored in long-term memory. Reiber (2012) found that when using multimedia that focuses on explanation, one should utilize elements including text, images, animations, audio, and video. Although the user has control over these aspects. Reiber states that in games and simulations, users are subject to rules and specific interactive instructions.
Figure 2.15 shows that multimedia learning theory illustrates two cognitive processing networks—one for processing auditory information and the other for processing visual information. The result is the modification or development of new schemas in long-term memory, which serves as a perfect example of explanation-focused multimedia (Ramlatchan, 2019 & Reiber, 2012).
Reiber (2012) also provided Figure 2.9 to illustrate interactive multimedia, such as games and simulations. As Figure 2.9 indicates, in interactive multimedia, learners have active goals and work under certain rules and instructions, such as clicking on the acceleration feature, according to Reiber.
The literature reviewed revealed that online simulation games in language learning are grounded in social cognitive learning theory many ways. For instance, Obro et al. (2021), who studied effective social studies pedagogy, argued that social cognitive learning theory emphasizes the significance of observation and modeling in the actions, attitudes, and emotional reactions of others. They stated that the theory illustrates how both cognitive and ecological dynamics work together to influence individual learning and behavior. Obro claimed that social cognitive learning theory emphasizes learning within a social framework, allowing individuals to learn from each other’s ideas through observational learning, imitation, and modeling. Similarly, Gegenfurtner et al. (2014) conducted a meta-analysis of digital simulation-based training using multimedia and social cognitive theories, focusing on multimedia, social, narrative, and adaptive learning. Three key conclusions were found by the investigation's findings. First, a more comprehensive evaluation of the connection between training transfer and self-efficacy is influenced by high levels of player control. Second, providing feedback after training yielded higher estimations than either assessment during training or evaluation both during and after training. Lastly, there was no evidence of a link between social, narrative, or multimedia aspects and training transfer or self-efficacy. Obro et al. (2021) concluded that social cognitive learning theory is pertinent to language learning simulation games, as its principles are seen as essential prerequisites for effective teaching and learning. The theory offers a framework for structuring brainstorming sessions and simulation-game settings, both of which can be applied as effective teaching and learning techniques.
The literature reviewed revealed that many scholars have explored the application of experiential theory in the context of online simulation games for language learning. For instance, Sharlonova (2004), who examined the potential of experiential learning theory in Bulgarian education, argued that the experiential learning theory emphasizes that learning is a process in which knowledge is generated through the reflection on experience, is considered one of the most valuable philosophies of education. She claims that this theory provides a way to generate and analyze knowledge while it is being studied and offers valuable insights into how a course of study may be taught to produce superior learning outcomes. Sharlanova asserted that experiential learning theory encompasses the primary characteristics of active learning, such as personalized learning, learning by doing, work-based learning, and problem-based learning. She noted that the experiential learning theory can be applied to all subject areas, including language acquisition, and provides clear guidance for implementation as well as for selecting essential educational techniques.
Similarly, Rails (1995) who conducted research on simulation games and learning in production management, argued that the importance of experiential learning theory to the practice of simulation games is widely acknowledged. He stated that simulation games highlight the correlation between individual experiences and active involvement; these games offer experiences that resemble real-life practices. Rails’ study findings revealed that experiential learning theory serves as a comprehensive framework for learning, integrating experience, perception, cognition, and behavior. Pudlo’s and Gavurová's (2012) mixed-methods research about the effect of online simulation games on language learning found that experiential learning theory provides a complete model of the learning process, which aligns with how people learn, grow, and develop. They argued that educational institutions have many innovative approaches and methods, such as simulation games, that can be implemented based on experiential learning theory. Rails also asserted that this theory is valuable in many educational fields, including language education, particularly in creating simulated language learning environments where students navigate daily tasks using the target language (Rails, 1995).
Pudlo and Gavurová (2012) stated that simulation games are organized around comprehensive real-life situations, providing dynamic views of life and serving the insightful purpose of learning from real experiences. Their mixed methods research findings showed that during simulation games, each player assumes a specific role; these roles are coordinated and have distinct contributors with precise times, places, and rules that follow the essentials of experiential learning theory.
In a nutshell, experiential learning theory plays a crucial role in online simulation games in language education (Rails, 1995).
The literature reviewed discovered that several advantages of online simulation games in language learning. For instance, Kikkawa et al. (2022) studied risks, challenges and opportunities of gaming as a cultural common and found that online simulation games provide learners with opportunities to engage in an active and experience-based learning environment. They further claimed that simulation games facilitate self-organized and self-directed learning based on learners’ own experiences; they outlined that learners’ self-activation, which refers to the notion of learner autonomy, and learners’ orientation, which is built on previous knowledge, are core significances of simulation games in language learning.
In his dissertation about simulation in language learning, Lyu (2006) recognized that “[s]imulations are an ideal way of developing communication skills since communication plays a vital role in simulations” (p. 28). Garcia-Carbonell et al. (2012) also asserted that games and simulations are a language unto themselves, conveying specialized knowledge and encouraging the development of professional competence. Kikkawa et al. (2022) made the claim that playing simulation games offers language learners multiple perspectives, promoting flexibility in the application of knowledge. Similarly, Ranalli (2008) found evidence that simulations promote learners’ metacognitive communicative competencies by helping them measure the features of a language-use situation, set communicative goals, plan responses, and regulate their implementation.
Correspondingly, Lee and Malone (2018) conducted an empirical study at a cardiac pharmacology institute, presenting quiz questions derived from lecture notes in three separate online educational games. Each game was made available to thirty learners at a specific time, and they conducted a survey to collect students’ feedback. The results showed that 19.77% completed the survey, and most learners found the games fun, interesting, and engaging. Lee and Malone acknowledged that simulation games enhanced learners’ understanding of concepts and principles related to the topic. Their study findings provided empirical evidence that more than 90% of learners viewed playing simulation games as a creative way to comprehend instructional information. Zin and Yue (2018) also claimed that “[d]igital games, as an interactive technology, can foster the learning process effectively and interestingly, especially among young learners” (p. 1).
To investigate the advantages of online simulation in language acquisition, Franciosi et al. (2016) conducted an empirical interventional study with English language learners at a Japanese university. They found that a treatment group using Quizlet as a virtual vocabulary learning tool in combination with 3rd World Farmer, a simple simulation game, outperformed a control group using Quizlet alone on a postponed post-test conducted 11 weeks after exposure. They found that many simulation game systems require high-level technical confidence and advanced frameworks to function effectively.
In his book, Computer Assisted Language Learning, Rahalli (2008) discussed a mixed-methods investigation of The SIMs, one of the digital simulation games. He found that online simulation games could be pedagogically beneficial for university-level English Second Language (ESL) learners. He asserted that qualitative data suggest that computer simulation games like The Sims are potentially popular with ESL students from diverse backgrounds, and that students may be receptive to incorporating such games into language learning programs under certain conditions (p. 455). Similarly, Peterson (2021) carried out an empirical study on the use of digital simulation games in computer-assisted language learning (CALL) and found that simulation games have great potential as platforms for CALL when implemented appropriately. He claimed that simulation games serve as models of communication and can help anticipate individuals’ roles within an organization. Furthermore, he asserted that online simulation games nurture trust among learners because changes and their effects become more perceptible.
Similarly, Franciosi et al. (2016), who studied the impact of simple simulation games on long-term vocabulary retention, claimed there is experiential evidence supporting the idea that simulation games are effective vocabulary learning tools. They emphasized that simulation games could enhance language learners’ vocabulary skills if designed to follow certain best practices in language education. In their research article on the integration of the simulation-gaming approach in language acquisition, Garcia-Carbonell et al. (2012) argued that simulation games can be used in various phases of language acquisition where formal instruction has been less effective.
Clapper (2010) outlined that:
…[T]he advantages of using simulation are numerous and include the ability to help learners make meaning of complex tasks while also developing critical thinking and cultural skills required for the 21st-century workplace. Simulation accomplishes this by incorporating active learning, emotions, and reflection, which are key components in creating lasting understanding.” (p. 39)
In summary, Garcia-Carbonell et al. (2012), Lee and Malone (2018), Rahalli (2008), and Kikkawa et al. (2022) all identified significant benefits of online simulation games for language learning. According to their findings, language learners can think critically, behave appropriately, and solve problems effectively when engaging with online simulation games. Figure 2.17 illustrates the 3rd World Farmer simulation game, where learners must collaborate and coordinate to solve designated problems (Franciosi et al., 2016).
On the other hand, the literature reviewed revealed several disadvantages of online simulation games in language education. For instance, Heeswijk and Leigh (2022), who studied the ethics of online simulation games in the cultural context, identified several kinds of online simulation games along with their challenges. First, rule-based simulation games, in which participants' actions are governed by specific guidelines, can range from having predetermined roles and organized structures to routine roadmaps. According to Hesswijk and Leigh, a rule-based structure that contains many rules and interdependencies can hinder learning, as trialing is restricted by the guidelines and learners receive less tailored feedback. Second, open simulation games, which have few rules, such as start and stop rules, allowing players to begin based on a scenario introduced by the designer. Heeswijk and Leigh made the claim that in this type of simulation game, any participant can stop play at any time if they feel unsafe. Heeswijk and Leigh further argued that the challenge with this type of simulation game is that learning outcomes are heavily reliant on the quality and skill of both players and the game provider. Their findings suggest that designers and organizers might employ subliminal messages for advertising within their simulations.
Likewis, Rieber (2012) claimed that:
Simulations are the complex relationship between an experience (during a simulation) and the nature and timing of explanations… [I]t is very difficult to learn from simulations in a discovery-oriented design, even though the potential for deep levels of processing continues to make this an attractive area for design. Constructivist perspectives generally favor more open-ended learning environments over instruction-directed environments, yet the research consistently points to the need to give students some structure. (p. 563)
In the same vein, Franciosi et al. (2016) found that many simulation game systems require high-level technical confidence and advanced hardware to function effectively. Franciosi et al. contended that online simulation games are often too complex for widespread use in all language educational contexts. Likewise, Squire (2016) asserted that “[p]layers’ understandings are developed through cycles of performance within the game worlds, which instantiate theories of the world... Players develop new identities both through gameplay and through the gaming communities in which these identities are enacted” (Squire, 2016, p. 1). Heeswijk and Leigh (2022), Rieber (2012), and Squire (2016) examined the difficulties presented by online simulation games and their impact on language learning. They suggest that both teachers and students must possess certain technological skills to effectively engage with online simulation games in educational contexts.
In conclusion, several researchers have discussed the advantages and disadvantages of online simulation games in language learning. One of the significant advantages of online simulation games in language learning is that they enable students to communicate effectively, collaborate constructively, think critically, and engage meaningfully with one another in online simulation learning environments (Peterson, 2021; Lee & Malone, 2018; Ranalli, 2008). However, many drawbacks of online simulation games for language learning were identified in the literature reviewed. For example, Rieber (2012), Squire (2016), and Heeswijk and Leigh (2022) found that developing online simulation games for language instruction is a complex process, requiring both teachers and students to have specific technological proficiency to engage effectively.
The use of online simulation games in various academic subjects, including language learning, is examined in the following section.
This literature reviewed discovered that online simulation games are used in various academic subjects, including social studies, engineering, medicine, nursing, and education, according to the literature reviewed. Since the main goal of this literature reviewed is to investigate the application of digital simulation games in language learning, the use of online simulation games in this context will be covered as follows.
This study revealed that several studies have focused on the applications of online simulation games in education. For example, Ecke's (1998) invested the application of online simulation games in language context and found that the core characteristics of simulation games are reality, affinity, structure, and participants’ actions. He asserted that roles, based on the structure of simulation, are essential features that players perform to gain rewards or face punishments for their actions. Ecke further claimed that reality-relatedness is a crucial aspect of simulation games in language learning, where both unusual and routine events can be used to make the games engaging. He also emphasized that simulation games should be well-structured around real-life problems with challenges to provide learners with authentic experiences. Lopreiato (2016) and Franciosi et al. (2016) claimed that online simulation games in language learning often involve game attributes related to real-life situations; therefore, learners’ attitudes, motivation, and engagement are prerequisites for their active participation. This engagement offers a means of achieving desired learning outcomes, according to Leopreiato. Franciosi et al. asserted that simulation games create an environment that allows learners to experience demonstrations of real events for the purposes of practice, learning, and assessment to understand human actions. They concluded that simulations combine a modeled representation of real-life situations, such as diverse role-plays associated with actual social contexts, managed through game rules and processes. And Petersen (2009), who explored several studies on the use of digital games and simulations in language education, outlined that “…simulations and games present valuable opportunities for effective language learning. The contemporary literature on theories of language acquisition hypothesizes that simulations and games are beneficial methods for helping learners acquire another language” (Petersen, 2009, p. 1).
In conclusion, several researchers have examined online simulation games in the context of language instruction and discovered that using these games in language learning settings is an effective strategy for assisting learners in acquiring a new language. For the purposes of practice, learning, and assessment, simulation games create an environment where students may witness demonstrations of genuine occurrences (Petersen, 2009; Franciosi et al., 2016; Lopreiato, 2016).
Despite concentrating on a substantial body of literature, including recently published empirical research papers and books about online simulation games and their fundamental concepts, the literature reviewed revealed several important gaps in the body of knowledge regarding online simulation in language learning in the United States. For instance, the findings of Parmaxi and Demetriou (2020) provided suggestions for future studies to establish a standardized methodology for assessing the impact of simulation games on language acquisition. They emphasized the need for a deeper understanding of the different policies governing the use of online simulation games in language learning.
Similarly, the results of Abdul Rahman's (2016) study indicated that one crucial topic that needs to be addressed is how variations in schools affect the development of spoken language abilities in online simulated games environments.
The examination of this literature also revealed that most studies focus on online simulation at higher education levels, rather than evaluating how students from kindergarten to grade twelve (K-12) respond to online simulation games in terms of language learning.
This review identified another significant gap: there is no literature that addresses high-level technical issues related to simulation gaming systems aimed at simplifying processes for teachers and learners with technical concerns. These processes are often too convoluted for widespread use in any language learning environment, according to Franciosi et al. (2016).
Likewise, this review could not find any literature that offered precise guidelines for using online simulation games in language instruction (Heeswijk and Leigh, 2022). Another significant gap highlighted in the literature is the insufficient exploration of students' learning styles in the context of online simulation games for language learning. Khenissi et al. (2016) conducted a qualitative study examining the connection between learning styles and game genres. They argue that learners possess diverse traits—including learning styles, personalities, and cognitive characteristics—which influence how they receive and process information. Therefore, suggesting online simulation games in language education tailored to a learner’s specific traits can boost motivation and improve learning outcomes (Khenissi et al., 2016).
The gaps identified in the literature raise several questions that future studies should address, including:
Considering the gaps identified in the reviewed literature, further investigation into the role of digital simulation games in language acquisition in the U.S. is suggested.
The inconsistent definitions of online simulation games, along with the range of these games and their key concepts, are addressed in the literature reviewed which demonstrating the flexibility and potential of online simulation games in language acquisition. For instance, Franciosi et al. (2016) found in their empirical study that simulation games offer a means of achieving desired learning outcomes while also engaging students.
However, Garcia-Carbonell et al. (2012) argued that:
…[I]t is clear that simulation and gaming, although it is still the future’s language of many disciplines, has a longer tradition than many would suppose. It is, nonetheless, a methodology with an invigorating and promising future, as not only is what learners need to learn changing, but also how they learn. (p. 13)
The reviewed literature indicates that, like any other instructional approach, a one-size-fits-all notion does not effectively apply to online simulation games in language learning. Most studies reviewed do not identify a single ideal model that could be considered the best method for all situations regarding online simulation games in language education. Nonetheless, a significant theme emerges online simulation games may contribute positively to learners’ comprehension, motivation, and perception of language acquisition. The literature confirms that online simulation games can be an influential and inspiring learning strategy that assesses learners’ language abilities and capacities.
Further research is necessary to examine the relevance and implications of learners’ feelings in relation to online simulation games, particularly when combined with other proven factors, such as teachers' and learners' experiences with simulation games and their self-reflection. Additionally, while research has been conducted on the benefits and outcomes of online simulation games, there is limited exploration of strategies specifically for elementary, middle, and high school settings. Therefore, focused research in these areas is essential to address the identified gaps in the literature reviewed.
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