New Technologies and the ‘Wow’ Factor:
Investigating the Relationship Between
Time of Exposure to New Media
and Students’ Opinions
on Game-Supported Language Learning
Krzysztof Kotula
Abstract The present paper focuses on the problem of video game-supported
language learning. In order to examine students’ opinions on the subject, a study
was conducted among 47 learners of French attending the same secondary school.
The study had three major goals. Primarily, it was undertaken to indicate students’
general perception of game-supported language learning, that is to determine
whether they really consider this type of tasks as interesting and profitable. The
second aim was to find out whether opinions of individuals coming across this kind
of technology for the first time would be divergent from those who benefit from it
regularly during foreign language classes. Finally, another important goal of the
research was to determine whether variables such as gender, length of foreign
language instruction, as well as pupils’ general views on the nature of second
language learning and the self-perception of their language abilities can have an
impact on their perception of game-supported language learning.
1 Introduction
In spite of the accelerating development of new technologies, the problem of video
game-based (and supported)
1
language learning is still a marginal one. Literature
specifically devoted to this issue is not rich (see deHaan, 2011, pp. 46–47; Li,
K. Kotuła(&)
Maria Curie-Skłodowska University, Lublin, Poland
e-mail: christophe.kotula@gmail.com
1
Sometimes, playing video games in the language classroom is the central element of the course.
Such an approach can be called game-based language learning. On the other hand, playing video
games can constitute only a part of a course. Such an approach could be called, following the
distinction made by Ellis between task-based language learning and task-supported language
learning (Ellis, 2003, p. 28), game-supported language learning, that is language learning which
combines game use with traditional pedagogy. In the present paper, this approach is also referred
to as computer-enhanced ludic techniques.
© Springer International Publishing Switzerland 2016
M. Pawlak (ed.), Classroom-Oriented Research, Second Language
Learning and Teaching, DOI 10.1007/978-3-319-30373-4_14
213