Interactivity’s effect on playing versus watching a real-time strategy game for language-learning purposes
Digital Game-based Language Learning (DGBLL) is a branch of Computer-assisted Language Learning (CALL) that entails playing digital games to learn a language, utilizing game elements inducive to motivation and learning. The field has two avenues; commercial off-the-shelf (COTS) games are created solely for entertainment, while serious games are developed with the purpose of educating. Studies have indicated the positive effects of DGBLL applications. Nevertheless, DeHaan et al. (2010) found that interactivity, the control of gameplay through controllers, negatively influenced vocabulary recall because of its added mental effort requirements while participants who watched performed better. Other studies have further addressed game interactivity and learning but predominantly consist of serious games, and the potential of watching OTS gameplay for language learning purposes remains underexplored. Watching gameplay has several potential advantages over traditional media learning, such as its growing popularity and the potential for communicative interaction between viewers and streamers. In this presentation, I will discuss the preliminary findings of a 5-week long experiment testing interactivity of a Real-time Strategy (RTS). A mixed-methods approach was taken to solicit participants' vocabulary recall, perceived mental effort, and motivation. The presentation will conclude with implications for future DGBLL research.