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

Author

Listed:
  • Junjie Gavin Wu

    (Macao Polytechnic University, Macao)

  • Danyang Zhang

    (Shenzhen University, China)

  • Sangmin-Michelle Lee

    (Kyung Hee University, South Korea)

  • Junhua Xian

    (Macao Polytechnic University, Macao)

Abstract

Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to the emerging availability of these new technologies. This position paper begins with a short review of the educational benefits of DGBLL, followed by a discussion of the use of AR/VR in language learning. To illustrate the potential use of AR/VR in DGBLL, recent empirical studies are reviewed. Based on this analysis, a new model for integrating AR/VR in DGBLL is proposed. The paper ends with suggestions for how DGBLL with AR/VR technologies can be used in future educational endeavors.

Suggested Citation

  • Junjie Gavin Wu & Danyang Zhang & Sangmin-Michelle Lee & Junhua Xian, 2025. "Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning," International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT), IGI Global, vol. 15(1), pages 1-15, January.
  • Handle: RePEc:igg:jcallt:v:15:y:2025:i:1:p:1-15
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