Language Learning Through Games: A Computational Linguistics Perspective

Auteurs-es

DOI :

https://doi.org/10.69760/egjlle.2500206

Mots-clés :

Game-based learning, Computational linguistics, Natural language processing, ESL, Multilingual, Second language acquisition

Résumé

Game-based learning has emerged as a powerful approach for second language acquisition, especially for English as a Second Language (ESL) learners. This article explores how digital games, augmented by natural language processing (NLP) and speech technologies, can facilitate language learning in multilingual contexts. We adopt an interdisciplinary perspective bridging computational linguistics, game-based learning theory, and AI-driven language pedagogy. The study follows an IMRaD structure. In the Introduction, we review theoretical foundations of game-based language learning, highlighting engagement, motivation, and contextualized practice afforded by games. We also discuss how NLP techniques (e.g. speech recognition, chatbots) enable interactive, personalized language practice. The Methodology describes the design of an interactive ESL learning game incorporating NLP (for feedback and dialogue) and outlines a simulated experiment comparing it with traditional instruction. The Results (simulated for illustrative purposes) indicate that the game-based approach yields higher vocabulary retention, greater learner engagement, and improved oral proficiency than conventional methods, aligning with prior empirical findings. A sample comparison of outcomes is presented in a table. The Discussion interprets these results, noting the positive implications for computational linguistics (e.g., NLP-driven adaptive feedback), second language acquisition (e.g., increased meaningful interaction), and educational technology (e.g., scalable immersive learning tools). We also address challenges such as ensuring accurate language processing and integrating games into curricula. The article concludes that NLP-enhanced games offer an effective, engaging medium for ESL learning, meriting further research and development.

Biographie de l'auteur-e

  • Zarifa Sadigzade, Nakhchivan State University

    Sadıgzadə, Z. Lecturer, Nakhchivan State University. Email: zarifasadig@gmail.com. ORCID: https://orcid.org/0009-0007-1179-1214

Références

Alisoy, H. (2023). Enhancing Understanding of English Phrasal Verbs in First-Year ELT Students Through Cognitive-Linguistic Methods.

Alisoy, H. (2024). The magic of languages: Introducing a second language in early childhood education. Retrieved from ResearchGate: https://doi. org/10.13140/RG, 2(11042.81603).

Alisoy, H. (2025). Multilingualism: Cognitive, Social, and Educational Dimensions in a Globalized World. Journal of Azerbaijan Language and Education Studies, 2(2), 28-38. https://doi.org/10.69760/jales.2025001008

Alisoy, H. (2025). Practical Classroom Techniques for Successful CLIL Implementation. Porta Universorum, 1(1), 5-12. https://doi.org/10.69760/6q8nqn08

Alisoy, H., & Sadiqzade, Z. (2024). Mobile-Assisted Language Learning (MALL): Revolutionizing Language Education. Luminis Applied Science and Engineering, 1(1), 60-72. https://doi.org/10.69760/lumin.202400002

Alisoy, H., Mammadova, I., Asadova, B., Ismayilli, F., & Aliyeva, T. (2024). The future of language education: Integrating smartphones into the curriculum. Edelweiss Applied Science and Technology, 8(6), 4539-4556.

Chen, H.-J., & Hsu, H.-L. (2020). The impact of a serious game on vocabulary and content learning in a foreign language. Computer Assisted Language Learning, 33(7), 811–832. DOI: 10.1080/09588221.2019.1593197

Chen, M.-H., Tseng, W.-T., & Hsiao, T.-Y. (2018). The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis. British Journal of Educational Technology, 49(1), 69–77. DOI: 10.1111/bjet.12526

Dixon, D. H., Dixon, T., & Jordan, E. (2022). Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis. Language Learning & Technology, 26(1), 1–25.

Hung, H.-T., Yang, J. C., Hwang, G. J., Chu, H. C., & Wang, C. C. (2018). A scoping review of research on digital game-based language learning. Computers & Education, 126, 89–104. DOI: 10.1016/j.compedu.2018.07.001

Koç, F. Ş., & Savaş, P. (2024). The use of artificially intelligent chatbots in English language learning: A systematic meta-synthesis (2010–2024). ReCALL. Advance online publication. DOI: 10.1017/S0958344024000168

Mammadova, I. (2024). Motivational and Practical Frameworks for Teaching English to Weak Learners: An Empirical Study. Acta Globalis Humanitatis Et Linguarum, 1(1), 30-38. https://doi.org/10.69760/aghel.024050

Osman, N. I., & Abdul Rabu, S. N. (2020). Digital game-based language learning: A review of research trends on second language acquisition. ASM Science Journal, 13(3), 56–62.

Reinhardt, J. (2019). Gameful second and foreign language teaching and learning: Theory, research, and practice. Palgrave Macmillan.

Sadigzade, Z. (2025). Phraseological Universals and Particulars: A Cross-Cultural Examination of English Expressions. Porta Universorum, 1(4), 54-62. https://doi.org/10.69760/portuni.0104005

Shakhmalova, I., & Zotova, N. (2023). The effectiveness of educational digital games in learning English grammatical material. Journal of Psycholinguistic Research, 52(5), 1875–1895.

Wang, Z., & Han, F. (2021). Developing English language learners’ oral production with a digital game-based mobile application. PLoS ONE, 16(1), e0232671.

Ward, M., Mozgovoy, M., & Prasad, M. (2019). Can WordBricks make learning Irish more engaging for students? International Journal of Game-Based Learning, 9(2), 22–40.

Ward, M., Xu, L., & Uí Dhonnchadha, E. (2022). How NLP can strengthen digital game-based language learning resources for less resourced languages. In Proceedings of the 9th Games and NLP Workshop @ LREC 2022 (pp. 40–48).

Yu, Z. (2023). Learning outcomes, motivation, and satisfaction in gamified English vocabulary learning. SAGE Open, 13(2), 1–14.

Téléchargements

Publié

2025-06-12

Numéro

Rubrique

Articles

Comment citer

Sadigzade, Z. (2025). Language Learning Through Games: A Computational Linguistics Perspective. EuroGlobal Journal of Linguistics and Language Education, 2(3), 163-188. https://doi.org/10.69760/egjlle.2500206

Articles similaires

1-10 de 61

Vous pouvez également Lancer une recherche avancée d’articles similaires à cet article.