JOURNAL ARTICLE

Digital Gameplay for Task-Based Language Teaching: Task and Learning Outcomes and Learner Perceptions in a Low-Proficiency Russian Classroom.

  • Published In: CALICO Journal, 2025, v. 42, n. 3. P. 383 1 of 3

  • Database: Education Source Ultimate 2 of 3

  • Authored By: Johnson, A. Jakob; Vyatkina, Nina 3 of 3

Abstract

This article evaluates the use of the commercial off-the-shelf (COTS) digital puzzle game *Keep Talking and Nobody Explodes* (KTANE) for Digital Game-Based Language Learning (DGBLL) in beginning Russian language classrooms, applying the Task-Based Language Teaching (TBLT) framework. The study involved twenty novice-to-intermediate learners from three Russian courses at a Midwestern U.S. university who played KTANE in Russian over multiple class sessions, supported by pre-task preparation and supplementary materials. Findings indicate that learners successfully completed many game tasks, improved their speaking fluency and use of task-essential vocabulary, and reported increased confidence and engagement, although grammatical accuracy did not notably improve. The game's design aligned well with TBLT criteria—such as meaningful communication, goal orientation, learner-centeredness, and reflective learning—making it a promising tool for fostering spontaneous L2 speaking in low-proficiency learners of a less commonly taught language. The study concludes with pedagogical recommendations for integrating KTANE and similar games into language instruction while noting the need for further research on long-term effects and broader applicability.

Additional Information

  • Source:CALICO Journal. 2025/09, Vol. 42, Issue 3, p383
  • Document Type:Article
  • Subject Area:Language and Linguistics
  • Publication Date:2025
  • ISSN:07427778
  • DOI:10.3138/calico-2025-0024
  • Accession Number:188863505
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