Video Game-based Foreign Language Education: Japanese via Momotaro Dentetsu as an Example of a Culturally Popular Format.

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Authors

Tetsuya Aboshi, David Rutledge, Noriko Momma Pedersen, New Mexico State University, United States

Society for Information Technology & Teacher Education International Conference, Mar 25, 2024 in Las Vegas, Nevada, United States ISBN 978-1-939797-76-6

Abstract

Foreign Language teachers and teacher educators have many newer opportunities to use technology within teacher education. This study explores the influence of a popular video game Momotaro Dentetsu on the use of technology with Japanese language learning among university students studying Japanese as a foreign language (FL). Utilizing the Self-Determination Theory (Ryan & Deci, 2000) and the Model of Game-Based Learning (Plass et al., 2015), we employ mixed methods to examine how playing a digital game influences students’ motivation, vocabulary skills, and knowledge of culture and geographic regions. Data were collected before, during, and after students interacted with the game, employing pre-and post-tests for language acquisition, as well as interviews and observations to assess motivation.

Citation

Aboshi, T., Rutledge, D. & Momma Pedersen, N. (2024). Video Game-based Foreign Language Education: Japanese via Momotaro Dentetsu as an Example of a Culturally Popular Format. In J. Cohen & G. Solano (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 666-670). Las Vegas, Nevada, United States: Association for the Advancement of Computing in Education (AACE). Retrieved August 10, 2024 from https://www.learntechlib.org/p/224016.