Publication | Closed Access
Leveraging Mobile Games for Place-Based Language Learning
233
Citations
26
References
2011
Year
Second Language LearningEducationLocation-based GameTechnology-based Language TeachingLanguage LearningSpanishLanguage TeachingMobile GamesSecond Language AcquisitionAugmented Reality GameVirtual RealityLanguage AcquisitionLanguage StudiesEducational GameGame DesignSecond Language EducationMobile LearningForeign Language LearningBilingual EducationExtended RealitySecond Language TeachingMentira Project
Mobile technologies, especially place-based augmented reality games, are increasingly studied for their educational potential in language learning. The study investigates the complexities, benefits, and future prospects of using mobile games for second and foreign language learning. The authors present Mentira, a place-based augmented reality mobile game set in a Southwestern U.S. neighborhood, detailing its setting, narrative, gameplay, curriculum, and the role of place and student engagement.
This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. Mentira is the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in the Southwestern United States. This paper explores both the complexities and benefits of integrating mobile games in second and foreign language learning contexts. Relevant background issues are discussed and the Mentira project is described, including an exploration of the setting, narrative, gameplay, and curriculum. Initial findings and future goals are explored. Gameplay, the importance of ’place’ for language learning, is discussed and the role of student buy-in. The paper concludes with future considerations for the continued use of mobile games projects for language learning as well as other disciplines.
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