A MMORPG with Language Learning Strategic Activities to Improve English Grammar, Listening, Reading, and Vocabulary

ID: 50287 Type: Brief Paper
  1. Sandra Rogers and Burke Johnson, University of South Alabama, United States
  2. Rick Van Eck, University of North Dakota, United States
  3. James Van Haneghan and Susan Martin, University of South Alabama, United States

Monday, March 6 3:40 PM-4:00 PM

No presider for this session.

Rankin, Gold, and Gooch (2006) found sufficient support for adult English language learners (ELLs) within the EverQuest® II (EQII) videogame to improve participants’ vocabulary by 40% on their pretest-posttest mean gain score after one month of gameplay. EQII (2006) is a noneducational, massively, multiplayer, online role-playing game in the heroic fantasy genre. Rankin et al. had a small sample size in their pilot study and called for larger investigations given the positive outcomes. My goal was to extend their study to include English grammar, listening, and reading skills. The purpose being to determine whether college-bound ELLs could improve their English skills and increase vocabulary by playing a MMORPG with prescribed second language acquisition optimizing features and activities, as an extracurricular activity for the self-regulation of language learning. This study adds to the literature of commercial-off-the-shelf videogame use for learning with special populations.


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