DIGITAL LIBRARY
EXPLORING COLLABORATIVE GAMEPLAY AND LANGUAGE LEARNING IN TWITCH STREAMS
Rostock University (GERMANY)
About this paper:
Appears in: EDULEARN24 Proceedings
Publication year: 2024
Pages: 9835-9842
ISBN: 978-84-09-62938-1
ISSN: 2340-1117
doi: 10.21125/edulearn.2024.2370
Conference name: 16th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2024
Location: Palma, Spain
Abstract:
Serious games have become a source of language learning. Since serious gameplay often occurs in small groups, these intimate playing interactions provide a space where collaborative learning can take root. In Computer-supported collaborative learning (CSCL), the success of a transference of linguistic knowledge is largely dependent on the group interactions within that system. Though serious games are not overtly designed for learning, collaborative gameplay provides a medium for such success. Twitch streaming is a popular medium for serious gameplay and in turn, a medium for collaborative language learning interactions. This paper explores the recent developments of language learning through collaborative gameplay in serious games and contrasts it with our findings from an analysis of multilingual Twitch streamers. The argument is presented that learners are exposed not only to natural language forms and uses but can also develop sociocultural competence through interactions with other multilingual speakers of English. Language learning was found to occur primarily in English, and Levels of stress and frustration in relation to game events or gameplay did not prevent learning. The playful context of collaborative gameplay in serious games provides learners with a medium through which to develop their confidence and proficiency in English.
Keywords:
Serious games, computer-supported collaborated learning, game-based learning.