This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing over one month: while the experimental group played PàN, the control group engaged in paper-based gamified information gap activities. Following a pre-test/post-test research design, our findings revealed no statistically significant differences between the two groups.
This study introduces the digital game Prêt à négocier, an information gap digital game, and investigates language learners' perceptions of its use in a French as a Second Language (FSL) context. In the game, students negotiate orally and synchronously with a partner for items like cars, houses, and even pirate ships. Inspired by Larsen-Freeman and Long's (1991) information gap activity, game players exchange information to solve a common problem (e.g. to buy a car within certain conditions imposed by the game). As a competitive game, the pairs must use their oral interaction skills in a comprehensible and persuasive manner to win (e.g. to obtain the best final price on a product). In addition to describing Prêt à négocier, this study examines 28 students' perceptions of its pedagogical use in a standard FSL classroom via a triangulation of methods that include a survey, interviews with participants, and focus group discussions. Based on our findings, we conclude that students' perceptions of the game are highly positive in most aspects of our analysis and that Prêt à négocier is well-positioned to help students improve oral interaction skills in a fun, comfortable, and interactive manner.
Prêt à Négocier (PàN) is an interactive digital information gap game designed to help French students improve their interaction skills. In this study, we examined the effects of its use on improving French learners' vocabulary. Following a pretest/posttest design, we compared the development of 20 French words between an experimental and a control group. Although both groups followed a similar trajectory in vocabulary learning, some participants benefited from the proposed game-based pedagogy more than others due to individual differences. Our findings highlight how interactive and meaningful games such as PàN can complement and enhance the learning of second/foreign language (L2) vocabulary.
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