The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

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This research has been done by Jonathan deHaan, W. Michael Reed and Katsuko Kuwada. Jonathan deHaan is an Associate Professor in the Faculty of International Relations at the University of Shizuoka. He earned his Ph.D. in Educational Communication and Technology from New York University. His research focuses on second language learning and teaching with games and simulations. As for W. Michael Reed, he was a retired professor of Educational Communication and Technology at New York University and the IRB/IACUC Administrator for Radford University in Virginia. His research interests spanned over a 25-year period and focused on educational computing, problem-solving, metacognition, and composing processes. Meanwhile, Katsuko Kuwada is a doctoral student in the International Cultural Studies program at Tohoku University. She investigates language and culture; her current research compares the use of first-person subjects in Japanese and English based on different cultural backgrounds.

The purpose of this research is to know physical interactivity of a second language music video game is manipulated to investigate the effect of interactivity on vocabulary acquisition and cognitive load (deHaan, Reed & Kuwada, 2010) or in simpler way is to investigate whether the interactivity ( and simultaneously presented text, audio and animation) of video game is extraneous cognitive load (thus having a negative effect on learning) or germane load (thus having a positive effect on learning) (deHaan, Reed & Kuwada, 2010). Overview

The research question that been highlighted here is to view interactivity of second language on music video game on recalling vocabulary. This research captured my attention due to the usage of media in teaching English as second language to undergraduate Japanese students. As we all know, multimedia technology has been implemented in language learning to attract as well as to motivate second language user to be able to perceive, learn and enjoy English language.

This research is crucial to this aeon, in which multimedia is being integrated in language learning. Thus Professor deHaan, Prof. Reed and DR. Kuwada focus on what constitute a game rather then what can be added to a game to make it approachable and enjoyable in teaching and learning process.

In this research it has depicted that ‘human cognitive architecture consists of a limited short-term memory’ (Baddeley, 1992, Miller, 1959), and a game’s complex elements (e.g. music, subtitles and lyrics) can create an unalterable high demand on working memory (intrinsic cognitive load), it is important to understand whether a media features, such as interactivity, present a student with unnecessary extraneous cognitive load, which interferes with learning, or germane load, which enhances learning (deHaan, Reed & Kuwada; 2010).

This research has been done to see ‘video game interactivity would help or hinder the noticing and recall of second language vocabulary. (deHaan, Reed & Kuwada, 2010). Here the three researchers have used interactivity, language proficiency and video game proficiency as independent variables while cognitive load vocabulary written recall, and participant opinions as dependent measures,

Eighty undergraduates in which 65 of them are males and 15 of them are females in a range of age around 18 to 24, from Computer Science University in rural Japan. Subjects’ mother tongue is Japanese and has 6 to 11 years of formal English education.

Participants were paired and one participant in each pair was randomly assigned to either play or watch the video game, and this been conducted in laboratory, for 20 minutes long. Professor deHaan, Prof. Reed and Dr. Kuwada, instructed the participants to play or watch the game and learn the words of the rap. The video game level was repeated five times by all pairs....
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