Learning English with "The Sims": Exploiting Authentic Computer Simulation Games for L2 Learning
ARTICLE
Jim Ranalli
Computer Assisted Language Learning Volume 21, Number 5, ISSN 0958-8221
Abstract
With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be enhanced with support materials to allow students to enter and make use of them for learning? This classroom-based investigation looked into whether the best selling game "The SIMs"[TM] could be rendered pedagogically beneficial to university-level ESL learners by means of supplementary materials designed to meet criteria for CALL task appropriateness. The mixed-methods study found statistically significant improvements in vocabulary knowledge, as well as a generally positive reaction to the modifications among users. (Contains 7 tables, 1 figure and 2 notes.)
Citation
Ranalli, J. (2008). Learning English with "The Sims": Exploiting Authentic Computer Simulation Games for L2 Learning. Computer Assisted Language Learning, 21(5), 441-455. Retrieved April 21, 2021 from https://www.learntechlib.org/p/101272/.

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The Interplay of Game Design and Pedagogical Mediation in Game-Mediated Japanese Learning
Kayo Shintaku, The University of Arizona, Tucson, AZ, United States
International Journal of Computer-Assisted Language Learning and Teaching Vol. 6, No. 4 (October 2016) pp. 36–55
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The Efficacy of Massive Multiplayer Online Role-Playing Games (MMORGs) for Second Language Acquisition
Sandra Rogers, University of South Alabama, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2014 (Oct 27, 2014) pp. 1685–1692
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Massive Multiplayer online Role-playing Games for Language Learning
Sandra Rogers, University of South Alabama, United States
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 677–684
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Commercial Off-The-Shelf Video Games as Computer-Assisted Language Learning Environments
Ryan Straight, Ohio University, United States
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 1982–1986
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