A Systematic Literature Review on Augmented Reality in Game-Based Learning for English as a Second Language

Authors

Keywords:

Augmented Reality (AR), Game-Based Learning (GBL), English Second Language (ESL)

Abstract

This systematic review explores the integration of Augmented Reality (AR) within game-based learning for English as a Second Language (ESL). Based on empirical studies spanning 2020 to 2024 sourced from Web of Science (WoS), Scopus, ERIC, and Google Scholar. The review assesses AR's impact on ESL education. The findings highlight AR's potential to enhance language attainment through mobile applications, fostering learner satisfaction, engagement, and motivation. Additionally, the fusion of game-based learning and AR diversifies learning experiences across subjects, promoting collaboration and communication skills. However, challenges such as technical hurdles, the learning curve for teachers and students, financial constraints, and potential distractions from learning content persist. Despite these obstacles, AR presents promising opportunities for improving ESL learning outcomes. Moreover, it contributes to understanding AR's role in ESL education and underscores the need for further research to address implementation barriers and maximise its educational potential.

Downloads

Download data is not yet available.

References

Downloads

Published

2024-07-01

How to Cite

Hoe Xin Yi, Ahmad Hamizan Lootfi Amir, Muhammad Aliff Aiman Ahmad, Nur Hannan Zulkefli, Nurul Anissma Nasuha Irhama, & Maslawati Mohamad. (2024). A Systematic Literature Review on Augmented Reality in Game-Based Learning for English as a Second Language. The English Teacher, 53(2). https://meltajournals.com/index.php/TET/article/view/21