Blog Post II



Digital Games 




Hi guys, this is a post based on the reading:

Multiuser Digital Games as Sites for Research and Practice
By Julie M. Sykes, Jonathon Reinhardt, and Steven L. Thorne


In the last decade there have been a considerable number of pc games released. Those games can be classified in different genres as cited by the authors. These genres can be divided into shooter, action, strategy, role playing, adventure, simulation and sports genres. Besides the genres there are three main modes of playing such as single players, multi-players or massive number of players as stated by the authors. Undoubtedly, multiuser digital games are a valuable source of research and practice both for EFL (English as a foreign language) and ESL (English as a second language) teachers. Digital games are understood as those which human to human interaction occurs.


Games have been used for a wide range of fields such as history, science, military operations and so on. In this sense, language learning is a potential field for digital games. Lankshear and Knobel (2006 as cited by the authors) argued that:

“Digital games are significant for language learning, not only as potentially useful new tools within the confines of traditional foreign language contexts, but more importantly, as new semiotic and cultural environments which construct, and are constructed by, ontologically new social practices”.

In other words, digital games offer not only the chance to acquire or improve a language but also to negotiate meaning in terms of culture and identity. It is also known that multiplayer digital games entail social and cognitive forms of interaction. It means that the interaction between players can create a way to experience the world socially, economically and politically speaking. The authors said that multiplayer online games are a worthy option for language learning “first and foremost multiplayer, which means that players can, and in many cases are required to, interact and collaborate through the game interface in real-time”.

Games can have several characteristics like engagement, enjoyment, setting and scaffolding. Some experts argued that well designed games offer a step by step setting just like Vygotsky´s zone of proximal development theory. In addition, these games have a special feature concerning task based. It is related to the “level up” which players have to achieve goal oriented activities or quests. Thus, collaborative group activities emerged, as a mean of achieving the goals and gaining access to the next levels of the game. When collaborative activities are hold players might use a neutral language like English like in the example mentioned by the author which a Russian and an American player carried out a specific goal together. They not only share the language experience in English and Russian but also they share cultural and personal backgrounds.

Moreover, MMOGs offer a social interaction which might lead to romantic, political, economic and cultural encounters. In this sense social practices and behaviors are a central focus of research.


On the other hand, the authors mentioned three different approaches to understand the impact of playing a digital game for learning purposes. They considered that ‘learning the language to play the game’ is a more useful approach to practice than ‘playing the game to learn the language’.

In terms of research, there is still a lot to investigate. However, the focus could be on:

Guided exploration and analysis would involve an embedded cycle of description, analysis, and interpretation— description would involve situating the narratives; analysis would involve relating them to the rule-based structure of the game; and interpretation would involve critically framing the narratives and relating them to broader socio-cultural discourses, including attendant discourses of gaming culture. Creation and participation would involve informed and transformed play, developing both L2 literacy and game literacy (Gee 2007).


Finally, I am going to mention my own experience as English teacher with digital games. First of all, I must say that I am not used to play digital games or so. I played old versions of digital games offline when I was a teen. Regarding teaching I have used some online games which are not multiplayers and that are focused on language learning itself.  Personally, I consider that digital games are a great source for language learning. However, there are not clear guidelines to use them effectively and accurately. There are some teachers who think that is time consuming and as it is an unconscious process the progress is almost nulled. I agree to some extent, based on my own experience because I have played these games without leaning much. I mean, they are quite useful for learning vocabulary but in order to develop the four skills I find it unreliable. Nonetheless, we must be clear about the real function of games which is entertainment not teaching of course. In that sense, we cannot expect digital games to replace formal learning (classroom based, distance learning and virtual learning). To sum up, I would say that games are still a great possibility to motivate students to learn a language (especially English) and interact with people from different cultures but it is not a method to teach a language.



7 comments:

  1. Cesar, I totally agree with you. So far, I have not been able to get fully convinced that non-educational games will lead to language learning in a way that is significant compared to other learning methods. I am talking about quantity here. As you say, little is known about how much someone learns and what percentage of learners achieve high levels of learning through MMOGs because it demands a lot of engagement on the side of learners. There are examples that deep engagement takes place but we don't how this could represent the number of users that play online.

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  2. Hi Cesar, what you said is true in some extend however, we must consider that games may be seen as a learning key to enter to the learner world, talking his or her same language. even if there is not an specific route to explore or implement this approach. it would be great to start doing research in this field in order to shift teacher´s learning styles and make learning more addictive and meaninful to students

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    1. Cesar, the question is how to conduct research on these environments. What would be your ideas on how to conduct research on these environments?

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    2. well, first it depends on our population and the facilties we have in our setting. but the first thing is to explore those games that makes students happier. master those games, get in love into gaming. those first steps. and as we know any Project not neccesary has to be succesful maybe we will try and see what happens

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  3. cesar, I think that this about gaming is not for my style, I haven´t been fond of digital games, so I find difficult to follow a multiplayer game, nonetheless I found the reading very interesting in terms of having this to the classroom and perform activities that can be done with students to have them enhance their expertise in English, what I find relevant in this is related to the term scaffolding, that is, in a manner another way to call the vygotskyan theory about zone of proximal development.
    have students going on new paths is good for them.

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  4. Hello Cesar,
    As the author recognized there is still a lot to do and to learn before using multiuser digital games in our language classroom. In my case I haven't used any game in my classes. And in a way I am not very convinced if they are really useful and students can learn. But, maybe if there are games designed thinking in language learning as the ones the author mentioned, they could be used as tools to engage and motivate students. The most important skill the author highlithed is collaborative work specially when there is a problem-solving, so in the near future it could be included in language lessons. Have a nice day!

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  5. Hi Cesar. I selected the same article thinking of my personal experience because i considered that digital games was related with only games and addictions taking into account that my older son was always in front of his laptop playing League of Legends or Monster hunter. I never thought that it was possible to establish relationships with people around the world who speak different languages and develop strategies to achieve their propose goals. After reading, I was really surprise about the useful components that it has such as the interaction an intercultural communication strategies to encourage the use of the second language through collaborative learning. And also to identify a new field of research in a pedagogical practice. Now, I suppose that I am ready for change!!

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