Using World of Warcraft and Other MMORPGs to Foster a Targeted, Social, and Cooperative Approach Toward Language Learning
Much
of the current research in second language acquisition (SLA) stresses
the
social aspect of language acquisition. Creating a learner-centered
environment that a) fosters collaboration and communication, b) keeps
learners motivated and on-task, and c) gives them a say in choosing
their goals and how to achieve them, can be extremely challenging.
Students will benefit from a framework that offers a wide variety of
solutions to a given "real life" situation--solutions that require
different amounts of time as well as vocabulary and grammar in the
target language.
MMORPGs
Many
of these goals can be achieved using simulations or
gaming. For foreign languages, games—especially massively multiplayer
online role-playing games (MMORPGs)—create a simulated environment of
language
immersion where students are given the opportunity to apply their
language
skills toward "real life" goals within an extensive context that is, by
design, supportive of a wide variety of solutions. Because this
framework already
exists, the teacher is free to spend his or her time playing the role
of guide,
making sure students stay on task and receive the additional
information they
need to overcome obstacles on their way toward achieving their goal.
For those not familiar with MMORPGs, they are online role-playing games where
players move, act and communicate with other players in an internet-based
virtual three-dimensional environment. "Winning" is usually not the point of a
MMORPG; rather, players group together online to achieve certain goals and
thereby progress through the game. Communication plays a central role in the
game. Audio and video are embedded throughout the environment, and it is also
necessary to communicate with other players in the game through audio messengers
or text chat programs.
World of Warcraft
I chose to focus on the game World of Warcraft for several reasons:
- At the moment, it is by far the most popular MMORPG and has a truly international scope with dedicated servers in the U.S., Europe and Asia.
- It allows for localization of the game into different languages.
- The structure of the game is similar to most MMORPGs.
World of Warcraft is a fantasy game populated
with elves, dwarves, and other fantastic characters. Players choose their "race" and are given "quests" or tasks. In order to complete these tasks, the player is
required to speak to characters controlled by the software, read texts, and
speak and collaborate with other players through text chatting and messengers.
This final aspect separates MMORPGs from other more traditional games.
By making communication among the players a central aspect to the game, it
provides a unique opportunity for teachers to make use of an already-existing
virtual environment that requires students to use the target language to
communicate with native speakers in order to achieve a goal.
The Social Environment of Language-Learning
Recognizing the social aspect of learning a language is key to understanding the potential of MMORPGs in a foreign language classroom. We gain a true
understanding of a word's meaning, a grammatical construct, or proper use of a
phrase not by translating into our native language, but rather by placing it
within context. This context, whether we are reading or speaking, is inevitably
a social one. Natural language never exists within a vacuum. One of the
principal thinkers in this area is James Paul Gee. Gee refers to a family of
related viewpoints that he calls "situated cognition studies" that states that
"the meaning of language is not some abstract propositional representation that
resembles a verbal language. Rather, meaning in language is tied to people's
experiences of situated action in the material and social world."[1] While
Gee's focus is primarily on first language acquisition among children, we have
seen this theory extended to second language acquisition as well. Dwight
Atkinson outlines basic principles for a sociocognitive approach to SLA beginning
with the environment: "Language is learned in interaction, often with more
capable social members. Classroom teachers are part of this group where second
languages are concerned, but only a part—peers, mentors, role models, friends,
family members and significant others can also fall into this category."[2] He
also cites previous works emphasizing the active nature of language learning
within this environment, where "...language and its acquisition from a sociocognitive
perspective, would be seen in terms of 'action' and 'participation'—as
providing extremely powerful semiotic means of performing and participating in
activity-in-the-world."[3] Regardless of whether we are talking about first or
second language acquisition, the basic principle remains consistent: language is the necessary
tool for the language learner to complete tasked-based activities that require
social interaction and collaboration in a "real world" environment.
Games and Simulations
While most of us agree with this in theory, creating the environment and tasks
while covering the required material, keeping students motivated, and remaining
on task can be daunting. Long before MMORPGs existed, teachers have used games
and simulations to achieve these goals. There are many different types of
simulations and games. Some involve technology, such as the text-based MUDs (multi-user domains) and MOOs (MUDs, object-oriented) used by language teachers in the past. Others such as the "virtual UN,"
mock trials, or role-playing games do not use technology at all.
Regardless of
how the simulation is implemented, there are two basic criteria to keep in mind
before considering its use in foreign language instruction. First, the students
must have the sense of being immersed in a different environment. Second, the
students must then be charged with accomplishing a goal that requires use of the
target language. The benefit of such an environment is that language becomes a means to an end
rather than a goal in itself. This type of instruction is often referred
to as task-based learning, where tasks are defined as "activities that involve
individuals in using language for the purpose of achieving a particular goal or
objective in a particular situation."[4] Students then collaborate on the task
in groups, creating a social environment and allowing the teacher to play the
role of guide for each of the groups instead of the more traditional role of
judging correct and incorrect for grammar and vocabulary. Simulations also do
not focus solely on one aspect of the language. Instead, learners are motivated
to use and master different linguistic patterns in order to succeed at a given
task.
Simulations also allow for students to take an active role; "learning by doing"
is another principal tenet of social cognitive theory. Students no
longer expect to
be given information from the teacher; instead, discovering information
is a built-in aspect of the game. This is especially helpful for more
introverted learners.
Simulations have been shown to be less stressful for students than
participating
in a more traditional language-learning environment.[5] Simulations
also foster
the most useful form of interaction: a conversation without a
predetermined
outcome.[6] Through the game, students will discuss their own goals,
then work
to achieve them. The simulation allows this to happen within a
framework that keeps
the learners on task. This type of interaction among students has been
shown to
be beneficial. GarcÃa-Carbonell, Montero, Rising and Watts point to studies at
two
universities in Spain which used telematic simulations where students
were
involved in a simulation over the internet to create an international
forum of
negotiation and debate in order to improve their English language
skills. In
both instances, the simulations showed that students attained a higher
level of
communicative language ability than in courses that did not use
simulations.[7]
Games such as the World of Warcraft provide these benefits in
addition to several advantages over more traditional simulations. One of these
advantages is the presence of native speakers. Because the game creates
different virtual worlds based on country, it is possible for students in the
United States to enter the virtual World of Warcraft world in Germany, Spain, or
France. This world is already populated with native speakers looking for others
with whom they can collaborate on quests and adventures. This is a huge step toward creating an authentic virtual reality
where the students are naturally immersed in the target language. Teachers also
can enter this world and play the role of guide, introducing the students to
other native speakers in the game and providing support when students become
lost or frustrated. The result is a truly cooperative environment for language
learning.
Another key benefit for commercial MMORPG games is the effect on student
motivation. The game provides an opportunity for students to practice language
skills within a system designed to provide feedback and demonstrate progress.
Once students are introduced to the game in class, there is a very reasonable
expectation that many of them will continue to play on their own. In his
article "The Psychology of Massive Multi-User Online Role Playing Games,"
Nicholas Yee discusses the profile and patterns of a
typical gamer. Yee found that
the average MMORPG player spends almost 23 hours a week playing the game.[8] Yee
also explored the social effect of spending this amount of time in a virtual
environment and found that players become emotionally involved in the game and
attached to the other players, forming platonic and romantic relationships that extend to
the real world. We should also not assume that only younger male students would
be interested in such a game. Indeed, the average age of a MMORPG player is
27[9] and women comprise 43 percent of the overall gaming market.[10] Given these
facts, we can see how an MMORPG game could have a wide and general appeal among
our students and provide them with a social environment in which to practice
their target language. Given the amount of time many of these gamers spend in
such an environment, learners introduced to such an environment could experience
a dramatic increase in authentic input and communication, compared to what a more
traditional classroom could offer on its own.
Modal Verbs and Second-Semester German
To give an idea of how this could work, I asked a second semester German student
to be part of a lesson focusing on the modal verbs in German. After a
traditional introduction involving conjugation and word order, she was sent home
with basic instructions involving the World of Warcraft game and told to create
a character within the fantasy world and familiarize herself with the game's
basic functions (moving, chatting, etc). After some discussion, we decided to
create characters of the Tauren race. For those not familiar with World of
Warcraft, the Tauren are a "race" as are elves and dwarves. The story behind the
Tauren and their imaginary culture borrow heavily from Native American history
and legend. We both signed into the game. My character's name was Professor. My
student chose the much more creative and humble name of WeedPicker. Our first
step was then to decide on a quest that would also function as our task. I have
bolded the modal verbs.
7/14 09:34:59.219 [Gruppe] Professor: Was sollen wir tun? (What should we do?)
7/14 09:35:16.656 [Gruppe] Professor: Hast du ein Quest? (Do you have a quest?)
7/14 09:37:26.408 [Gruppe] Weedpicker: Töten wir etwas (We kill something)
7/14 09:37:54.768 [Gruppe] Professor: Nur irgendetwas töten? (Just kill
anything?)
7/14 09:37:59.596 [Gruppe] Professor: Wir sollen... (We should...)
7/14 09:38:14.487 [Gruppe] Weedpicker: wir sollen eine Quest finden? (We should
find a Quest)
7/14 09:38:25.768 [Gruppe] Professor: Gut (Good)
7/14 09:39:38.066 [Gruppe] Professor: OK, dann kannst also mit diesem Mann
reden. (OK, then you can speak with this man)
7/14 09:39:46.113 [Gruppe] Professor: Dann bitte das Quest mitteilen (then share
the quest)
At this point my student clicked on a character controlled by the computer. She
was greeted with an audio greeting in German and presented with two paragraphs
of text describing a quest. In this case, it was a tribal elder offering us the
chance to prove ourselves by gathering meat and feathers for the village.
7/14 09:39:49.269 Quest angenommen: Die Jagd geht weiter (We both receive
notification that my student accepted the quest, "The hunt continues")
7/14 09:39:56.707 [Gruppe] Professor: Gut gemacht (Well done.)
7/14 09:40:22.973 [Gruppe] Professor: Hast du die Beschreibung gelesen und
verstanden? (Have you read and understood the quest?)
7/14 09:41:44.333 [Gruppe] Weedpicker: ja, Ich verstande der Quest (Yes, I
understoods the quest)
7/14 09:41:55.880 [Gruppe] Professor: ich verstehe... (I understand...)
7/14 09:42:04.834 [Gruppe] Professor: oder ich habe das Quest verstanden (or I
have understood the quest)
7/14 09:42:13.693 [Gruppe] Professor: OK?
7/14 09:42:22.037 [Gruppe] Weedpicker: ok, Ich habe verstanden (I understood)
7/14 09:42:29.318 [Gruppe] Professor: Gut (Good)
7/14 09:42:41.365 [Gruppe] Professor: so, was müssen wir machen? (So, what do we
have to do?)
7/14 09:43:36.085 [Gruppe] Weedpicker: wir brauchen zehn bergpumapelze (We need
10 mountain lion hides.)
This is just a small portion of the text but representative. For the
next half
hour or so we continued to text chat about where we should hunt, our
progress,
how best to hunt, etc. We played the game until our task was completed,
in this
case, the gathering of 10 feathers and meat from the hunt through
collaboration
and communication via text chat. When appropriate I tried to use modal
verbs and
encouraged my student to reply in complete sentences. However, it is
important to note that having the focus on task as opposed to the
grammar forced her at times
to reach to try other grammatical forms. Having just started her second
semester, my student has not been formally introduced to the past
tense. Using a
German/English dictionary that is running on her machine, she quickly
looks up a
few words and attempts the phrase, "I have understood." Since we have
not covered
past tense yet, I simply correct her then continue with the game. The
focus
stays on the task at hand.
Once we complete the quest, our session is over. However, it is important to tie
these activities back into the class and give students a chance to correct their
errors. As a warm up, I would ask the class what they thought of the quest, then
display parts of the transcript. Students would then work in groups to find any
errors and correct them, giving them a chance to reinforce the grammatical rule
while maintaining the social and goal-oriented environment of the classroom.
Getting Started
I hope I have given a general idea of a lesson involving World of Warcraft that
is flexible enough to accommodate beginning-to-intermediate level students. There are some issues to consider:
- Not every student is going to fall in love with the idea of playing games as homework. Instructors need to emphasize that the game, like any homework, is practice ground for what is being taught in class with the advantages mentioned above.
- There is a cost involved. Each student would require a subscription of $15 per month. Over the course of a semester, this would amount to roughly the same cost as that of a workbook.
- I would like to point out that playing the role of "guide" is an ideal task for a teaching assistant. It does not require nearly as much experience in lesson design and classroom management as a traditional classroom. Rather, it provides an environment where the tasks, roles, and goals are already set. The guide only has to point the students in the right direction, and provide corrections or help when necessary.
If you decide that World of Warcraft is worth a try, you will need the following to get started:
- The European version of World of Warcraft. I received mine through UK Ebay.
- World of Warcraft language packs. http://www.wow-europe.com/en/info/faq/elp.html;jsessionid=B1CF006B3B3874... Each language then has its own executable file. I then delete the English version .exe.
- World of Warcraft requires regular updates as the world expands. These downloads use peer-to-peer BitTorrent technology, and they may be blocked by your school's firewall or packet shaper. You can receive the updates the old fashioned way from sites such as FilePlanet. Note, this also means you cannot simply "freeze" a machine until the end of the semester since World of Warcraft will be receiving updates on a roughly weekly basis.
- /chatlog is the command to save your text chats.
- If the students are going to enter the world as a group with a TA, you may wish to them speak with each other while playing game through an audio messenger such as Skype. This will allow them to speak instead of text chat and create a private channel from the other online players. If you have a large group, the best free option would probably be to set up a skypecast. Skypecasting is a free service offered by Skype that allows a moderator to invite a fairly large number of guests to an online discussion. It is still in beta. You can find more information here: https://skypecasts.skype.com/skypecasts/home
Depending on your situation, you may want to consider other games. If the
updates and monthly fee are an issue, take a look at Guild Wars. Guild Wars is
similar to World of Warcraft, though less extensive. The virtual environment
grows by purchasing expansion packs that function as well by themselves. This is
unlike the World of Warcraft model where updates are added each month as a
"free" and required download in exchange for the monthly fee. It provides
different languages including German, French, and Italian along with the ability
to choose a European server. That being said, I have not had
much chance to play the game myself. Though Guild Wars states that they try to place
players according to language, the boundary does not appear to be as distinct as
it is in World of Warcraft where each language has its own server. Before you
start with a class, be sure to play some in the target language and check that
the environment of the game is not a mix of numerous European languages. If you
teach Japanese, you will need a different game, though you should have no shortage
of options. Final Fantasy is the most well known along with Ultima Online,
though again, make sure you are getting the Japanese version with the ability to
connect to servers in Japan.
Looking only at the cover of most video games, one would certainly not
jump to
the conclusion that they have a place in a rigorous academic
curriculum.
However, foreign languages are uniquely flexible. If the game provides
authentic
language content and requires communication in order to progress
through the game—and our students are willing to spend hours of their
time immersed in this
environment—we can greatly increase not only their overall exposure to
the
language but their motivation to learn as well.
NOTES
1. James Paul Gee, "Reading as situated language: A
sociocognitive perspective," Journal of Adolescent & Adult Literacy 44:8 (May 2001):
pp. 714-715.
2. Dwight Atkinson, "Toward a Sociocognitive Approach to Second Language
Acquisition," The Modern Language Journal 86:4 (2002): p. 536.
3. See Barbara Rogoff, Apprenticeship in Thinking: Cognitive Development in Social Context (New York: Oxford University Press, 1990); Barbara Rogoff, "Cognition
as a Collaborative Process" in D. Kuhn & R.S. Siegler (Eds.) Handbook of Child Psychology, Vol 2: Cognition, Perception, and Language, 5th Edition (New York: Wiley, 1998): pp. 679-744; Jean Lave and Etienne Wenger, Situated
learning: Legitimate peripheral participation. (Cambridge: Cambridge University
Press, 1991).
4. Amparo GarcÃa-Carbonell, Begoña Montero, Beverly Rising and Frances Watts, "Simulation/Gaming and the Acquisition of Communicative Competence in Another Language," Simulation & Gaming 32:4 (2001): p. 483.
5. See Howard Rose, Design and construction of a virtual environment for
Japanese language instruction (Unpublished master's thesis, University of
Washington, Seattle, 1996); Howard Rose and Mark Billinghurst, "Zengo Sayu: An
immersive educational environment for learning Japanese," Technical Report No.
4-95 (Seattle: Human Interface Technology Laboratory, University of Washington, 1995). (Both studies cited in K. Schwienhorst, "Why Virtual, Why Environments?
Implementing Virtual Reality Concepts in Computer Assisted Language Learning,"
Simulation & Gaming 23:2 (2002): p. 201.) See also Robin Scarcella and David Crookall, "Simulation/Gaming and Language Acquisition," In D. Crookall & R. Oxford
(Eds.), Simulation, Gaming and Language Learning (New York:
Newbury House, 1990), pp. 223-238. (Cited in T.G. Saliés, "Promoting Strategic Competence:
What Simulations Can Do for You," Simulation and Gaming 33:3 (2002): p. 282.)
6. Amparo GarcÃa-Carbonell, Begoña Montero, Beverly Rising and Frances Watts, "Simulation/Gaming and the Acquisition of Communicative Competence in Another Language," Simulation & Gaming 32:4 (2001): p. 486.
7. Amparo GarcÃa-Carbonell, Begoña Montero Fleta, Beverly Rising and Frances Watts, "Simulation/Gaming and the Acquisition of Communicative Competence in Another Language," Simulation & Gaming 32:4 (2001): p. 487.
8. Nicholas Yee, "The Psychology of Massively Multi-User Online Role-Playing
Games: Motivations, Emotional Investment, Relationships and Problematic Usage," to appear in R. Schroder & A. Axelson (Eds.), Avatars at Work and Play:
Collaboration and Interaction in Shared Virtual Environments (London:
Springer Verlag, 2006): p. 9.
9. Nicholas Yee, "The Psychology of Massively
Multi-User Online Role-Playing
Games: Motivations, Emotional Investment, Relationships and Problematic
Usage," to appear in R. Schroder & A. Axelson (Eds.), Avatars at Work and Play:
Collaboration and Interaction in Shared Virtual Environments (London:
Springer Verlag, 2006): pp. 9,10,15,25.
10. Christine Cook, "Heading the Girl Game Revolution," Christine Cook, http://www.peachpit.com Article accessed 9/3/06 at http://www.peachpit.com/articles/printerfriendly.asp?p=424448
How to cite this work
Todd Bryant. "Using World of Warcraft and Other MMORPGs to Foster a Targeted, Social, and Cooperative Approach Toward Language Learning." Academic Commons Issue Name (Spring 2008): 18 March 2010. <http://www.academiccommons.org/>.- Login or register to post comments
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