Title: User Centered Game Design: Evaluating MMORPGs for Second Language Acquisition
1User Centered Game Design Evaluating MMORPGs
for Second Language Acquisition
- Yolanda Rankin - Northwestern University
- McKenzie McNeal Tennessee State University
- Marcus Shute Clark Atlanta University
- Bruce Gooch University of Victoria
2Traditional Game Design
Conceptualization
Prototyping
Playtesting
3Motivation
- Serious games promote acquisition of information
and development of skills valued in both the
virtual realm and the real world. (Abt 1970
Aldrich 2005 Chatham 2007 Kelly et al. 2007
Mayo 2007 Squire 2005). - Successful integration of learning objectives
with engaging gameplay experiences. (Adams 2005)
4User-Centered Game Design
- Domain
- Affordances of gameplay relative to a specific
application or subject matter - Targeted Audience
- Assessment
- Desired impact on player (Chen Michael 2005)
5User Centered Game Design
6Computer Assisted Language Learning Tools
Traditional Language Learning Software
7Computer Assisted Language Learning Tools
Traditional Language Learning Software
Computer Mediated Communication
(Beauvois 1992 Beauvois Eledge 1996 Chapelle
1998 Harless et al 1999 Johnson et al 2005
Kern 1995 Payne Whitney 2002 Thorne 2008
Valente 2004 Warschauer 2003)
8Computer Assisted Language Learning Tools
Video Games
Traditional Language Learning Software
Computer Mediated Communication
(Beauvois 1992 Beauvois Eledge 1996 Chapelle
1998 Harless et al 1999 Johnson et al 2005
Kern 1995 Payne Whitney 2002 Thorne 2008
Valente 2004 Warshaurer 2003)
9Massive Multiplayer Online Role Playing Game
(MMORPG) EverQuest 2
10Benefits of MMORPGs Virtual Identity
11Benefits of MMORPGsContext for Second Language
Acquisition
12Benefits of MMORPGs Social Interactions
They're dangerous Thanks. Lets go."
OkayTake the quest Wait for me.
13Playtesting Experimental Studies
Hypothesis MMORPGs provide adequate support
for Second Language Acquisition compared to
traditional second language (L2) pedagogy?
14English as Second Language (ESL) Participants
- Assessments
- Test Of English as a Foreign Language (TOEFL)
- Intensive English Program Exam
- Student Profiles
- 12 Advanced ESL students
- 8 females, 4 males
- Chinese
- Independent Variable
- Exposure to game
- 6 ESL students play EQ2 for 3 hours
- 6 ESL students attended class instruction
15Prior Knowledge of L2 Vocabulary
- Sentence usage of potential L2 vocabulary
- Average Pre-Test Score 8.86 (SD 6.21)
- Max 21.43
- Min 0
16Post Test Assessments
17Sentence Usage Post-Test Assessment
- One-way ANOVA
- F1 , 9 10.33, p 0.01
- Average scores
- L2 instruction 54.78 (SD8.81)
- EQ2 16.67 (SD9.65)
18Playtesting Experimental Studies
Hypothesis In-game social interactions between
Native English Speakers and ESL students promote
L2 vocabulary acquisition.
19Collaborative Play Between Native Speakers Non
Native Speakers
- Assessments
- Pre-test of L2 Vocabulary
- Post-tests
- Student Profiles
- 6 Advanced ESL students
- 7 Native English Speakers
- Enrolled in southern liberal arts colleges
- Exploratory Study
- Teams of 4 5 people
- 5 hours of game play
- Independent Variable
- Play EQ2 solo
- Play EQ2 w/NES
20Post Test Assessments
21Language Socialization
22Lessons Learned
- Traditional classroom instruction
- Facilitates ESL students ability to demonstrate
semantic knowledge of L2 vocabulary using
sentences. - In-game social interactions
- Higher level of engagement for L2 vocabulary
acquisition than traditional classroom
instruction. - Social interactions between Native Speakers (NS)
and Non Native Speakers supports L2 vocabulary
acquisition reading comprehensions skills.
23Design Implications
- Universal Usability Interfaces (Shneiderman 2004
Plaisant 2004 Shneiderman 2003) - Interpersonal Intercultural communication
(Thorne 2008 Thorne Reinhardt 2008) - Communicative performance knowing what to say
and when to say it (Hadley 2001 Krashen 1991) - Communication tools that facilitate emergent
cooperative behavior for diverse users
24Conversational Prompts
25Design Implications
- Virtual environments that achieve shared context
of meaning - Contextual information via text, graphical images
and audio that assist with the development of
second language vocabulary and reading
comprehension skills (Bourges-Walgers Scrivener
1998 Rankin et al. 2006 Steinkuehler 2005)
26Dictionary as Shared Representation
27Summary
- User Centered Game Design to integrate learning
objectives with gameplay experiences to assess
learning outcomes. - MMORPGs embody ideal virtual environments for L2
vocabulary, reading comprehension and
conversational fluency. - Game interfaces that leverage in game social
interactions as key component to designing video
games that support SLA.
28Acknowledgements
- Sony Online Entertainment
- Scott Hartman
- John Smedley
- Raph Koster
- Microsoft Research
- John Nordlinger
- National Science Foundation
- Mississippi College
- Demetria Rankin-Li
- Beth Stapleton, Ph. D.
- Tennessee State University
29Sentence Usage Post-Test Assessment
- F2,15 9.65, p 0.002
- Average scores
- L2 instruction 54.78 (SD26.98)
- EQ2 Solo 16.67 (SD10.76)
- EQ2 w/NES 13.10 (SD12.30)