Abstract
Background Role-playing game (RPG)/simulators for language and cultural training present an innovative foreign language (FL) instructional approach used in military and governmental contexts in the United States. Currently, developers of such RPGs may be seeking to expand into civilian applications for FL instruction, but the acceptance in potentially worthwhile markets such as Japanese higher education is uncertain.
Purpose The purpose of this acceptability study was to better understand the possible interest in Japan by exploring the perceptions of RPG/simulators among FL faculty in Japanese higher education.
Method The present study was grounded in Everett Rogers’ theory of the Diffusion of Innovation and applied mixed methods to examine the perceived attributes of relative advantage, compatibility, and complexity that FL faculty hold with regard to the new technology.
Results The results indicate that many FL faculty members perceive a beneficial impact on learner motivation, but are also unconvinced that such systems produce real outcomes. Educators also believe that RPG simulators would require an excessive amount of time to implement unless they are used as supplemental material. Finally, FL faculty members with a research interest in Computer-Assisted Language Learning (CALL) are more likely to have positive perspectives of RPG/simulators’ relative advantage and compatibility than instructors with other research interests.
Keywords
Role-Playing Game Simulators (hereafter referred to as RPG Sims) have been used for several years in government and military contexts for language and cultural training (Johnson & Wu, 2008; Peterson, 2009). Ample theoretical discussion and a growing body of empirical evidence suggest that digital game-based learning could have a beneficial impact on foreign language (FL) instruction in general (Peterson, 2013), so a reasonable assumption is that RPG Sims could be usefully applied in educational contexts outside of the government and military. For their own part, developers of such materials should be interested in expanding into the civilian and international FL education markets. The world market for English as a Foreign Language (EFL, that is, English instructed as a foreign language outside of US borders) alone was estimated to be approximately USD 35.9 billion (Adkins, 2010). Scientists and industry leaders have argued that such a market could provide resources to sustain R&D and the production of improved and more sophisticated educational games that would better serve learner needs (Federation of American Scientists, 2006).
Although often overlooked, Japanese higher education presents an FL market that could be developed usefully for both makers of RPG Sims and learners alike. The Japanese Ministry of Science, Education and Culture (MEXT), which funds, advises and accredits the university system, has initiated a program for incorporating technology-supported learning approaches as well as globalizing the educational system by enhancing FL and cross-cultural studies (Meras, 2012; Sakamoto, 2002). As part of its “Top Global University Project,” MEXT intends to spend JY 7.7 billion (approximately USD 64 million) over the next 10 years on projects aimed at technological and pedagogical innovation (Ministry of Science, Education and Culture, 2014). Since RPG Sims for FL and cultural training pertain to all educational areas that MEXT is attempting to promote, developers of such systems are well-advised to consider Japanese higher education as a prospective market for expanding products and services.
However, new markets involve a degree of risk that warrants a better understanding of needs and product acceptability among prospective users. As such users, the present study focuses on higher education FL faculty members who, in the Confucian model of education prevalent in Japan and much of East Asia, have the most authority to determine what materials learners are ultimately exposed to (Kudo & Hashimoto, 2011; Marginson, 2010). In addition, little can be assumed regarding the reaction of FL educators to RPG Sims in colleges and universities. While Japan is known as a technologically advanced country possessing a commercially successful game-making industry, the incorporation of technology-supported learning approaches has lagged significantly in its system of higher education (Aoki, 2005; Bachnik, 2003; Latchem, Jung, Aoki, & Ozkul, 2008). If educators in this context generally do not express interest in learning technologies, then considerable uncertainty surrounds FL educator perceptions of innovative technology-supported instructional approaches such as RPG Sims. Therefore, the purpose of the present investigation was to better understand the acceptability of RPG Sims by exploring the perceptions thereof among FL instructors in Japanese higher education through a concurrent mixed methods study.
Conceptual Framework
The present study was grounded in Rogers’ (2003) theory of the diffusion of innovation (DT). DT is a general theory for examining and understanding the spread of new information through social systems. The present study more specifically represents a sub-category of DT-based investigations referred to as acceptability research, which is the “investigation of the perceived attributes of an ideal innovation in order to guide R&D so as to create such an innovation” (Rogers, 2003, p. 253). In one method of acceptability research, the researcher provides information about an unknown innovation and collects data on the perceptions of its attributes. DT posits three perceived attributes of innovation—relative advantage, compatibility and complexity—that account for the largest proportion of variation in the rate at which innovations proliferate in a social system (Rogers, 2003, p. 221). These attributes are factors in the persuasion phase of a diffusion process, after potential adopters have become aware of the existence of an innovation but before they have made a decision with regard to adoption. Thus, providing FL educators with information about RPG Sims and subsequently collecting data on their perceived attributes should provide indications of the prospects for their successful diffusion and/or aspects of the approach that require further development before it would be generally acceptable to the target population.
Definition of Terms
The three perceived attributes were defined with reference to Kebritchi’s (2010) findings on teachers’ perceptions of a digital game-based learning tool, and phrased to fit within the scope of the present investigation.
Relative Advantage: The extent to which RPG Sims are seen as superior or inferior to conventional FL instructional approaches in terms the ability to engage students and produce positive learning outcomes
Compatibility: The extent to which RPG Sims are seen to be suitable for an instructor’s course in terms of infrastructure, cultural norms, values and learning/teaching objectives
Complexity: The level of confidence that FL educators have in their abilities to understand and implement RPG Sims within a reasonable time frame
Review of Literature
Relevant literature on the adoption of technology-supported teaching/learning approaches in educational contexts indicates that perceptions of innovation attributes are influenced by (1) pre-existing knowledge based on lived experience, personal interests and cultural context, (2) policy interventions that include training in the rationale and use of the innovation, and (3) knowledge sharing in informal networks of peers. The extant research further indicates that computer-mediated learning tools are generally marginalized in FL instruction, implying a similar assumed treatment for RPG Sims among educators in Japan.
Pre-Existing Knowledge
The literature suggests that the life experiences of educators greatly influence their perceptions of digital games and learning. For instance, perceptions of pedagogical use correlate with an individual’s own use of games (Schrader, Zheng, & Young, 2006). Also, personal interest in related technologies can influence perceptions of educational computer games (Can & Cagiltay, 2006). In addition, negative views of computer games in the broader cultural context may be reflected in teacher opinions of educational computer games (Kenny & McDaniel, 2011). Thus, various contextual and experiential factors influence perceptions of new technological applications.
With regard to Japan, Joshi, Pan, Murakami, and Narayanan (2010) found that, in contrast to American kindergarten teachers, only a small fraction of Japanese counterparts believed that computers and the internet could play an educational role. The authors suggested that this trend may be due to a cultural emphasis on human interaction in education, or an abnegation of mechanically mediated contact. It should be noted that the ability to draw inferences from an analogous relationship between kindergarten and higher education instructors is debatable. However, teachers in Japan are trained in higher education, as is the case in other countries, and their values and beliefs regarding pedagogy may reflect cultural norms in the larger educational context.
Policy Influence and Training
The literature indicates that a well-designed policy intervention, which includes faculty education, has a positive influence on perceptions of technology-supported educational approaches. For instance, Alshumainmeri (2008) found that EFL teachers who had undergone CALL training had more positive attitudes toward the approach, and were much more likely to use it in the classroom. Also, Kenny and McDaniel (2011) found that training was effective in overcoming biases against educational applications of a motion-sensor game. Thus, formal training in the rationale and use of new technologies can positively influence attitudes among educators.
Top-down policies are influential, but may not be successful in implementation. In the backdrop of a program to promote technology integration in the Turkish educational system, Uzunboylu and Ozdamli (2011) found that secondary public school teachers felt positively toward mobile learning and that adequate infrastructure was present. Similarly, Aydin (2013) found that Turkish primary and secondary teachers had a generally positive view of computer application in instruction. In a counter example from Singapore, also in the context of a top-down policy of technology integration, Koh, Kin, Wadhwa, and Lim (2011) found that although most teachers felt educational games are useful in fostering a positive attitude among students with regard to school, most also cited a lack of organizational support for not utilizing them more often. Koh and colleagues attributed this in part to the absence of adequate training programs.
With regard to the Japanese context, top-down policy mandates to promote the adoption and use of learning technologies have largely been ineffective. In 2001, the government began providing funding and guidelines for infrastructure and promoting IT/ICT skill acquisition and the ability to integrate technology and pedagogy (Sakamoto, 2002). However, training and faculty development were neglected in actual implementation (Uchida, 2004). As a result, the infrastructure provided has been widely under-utilized, and pedagogy has remained largely unchanged from conventional instructor-centered approaches (Aoki, 2010; Bachnik, 2003; Latchem et al., 2008). According to a survey on ICT integration in higher education conducted by the Open University of Japan (2011), the emphasis placed on execution is sporadic among institutions, and few have explicit plans for implementation. Thus, it can be assumed that, while organizational interventions may be effective in overcoming biases based in pre-existing knowledge, with the absence of effective policies in Japanese higher education such preconceptions may continue to influence perceptions of RPG Sims.
Professional Networks and Informal Information Sharing
The importance of peer networks is emphasized in Diffusion Theory (DT). According to Rogers (2003), individuals are more likely to adopt an innovation when they observe its use by other individuals perceived as being homophilous, or similar in social status and sharing similar values. Accordingly, Kessler (2007) found that a positive attitude with regard to CALL correlated more closely with informal learning among peers than formal training in degree programs. That is, knowledge sharing among peers has a considerable effect on perceptions of new technologies. The influence of homophilous groups is particularly important to understand in the Japanese context because a large portion (up to 45%) of FL educators in higher education is non-Japanese (Yonezawa & Ishida, 2012). Some scholarly work indicates the presence of dichotomies based on nationality and/or work status in higher education (Cowie, 2011; McVeigh, 2002; Whitsed & Volet, 2010; Whitsed & Wright, 2011). Further, these divisions may influence professional networking (Yonezawa & Ishida, 2012). Thus, cultural views influencing the perception of RPG Sims may be delineated along lines of cultural background.
Marginalization of CALL
The treatment of CALL materials in general is relevant to understanding how FL educators may perceive RPG/Sims because of the DT construct of technology cluster (Rogers, 2003, p. 249), which predicts that potential adopters will treat innovative technologies as they would familiar technologies, which are perceived as being related. If RPG Sims are perceived as being related to CALL, then variation may exist in perceptions based on existing research interests or pedagogical approaches.
The field of FL education appears divided between a minority who embrace and a majority who eschew CALL, and this dichotomy may be reflected in the educator community in Japan. Computer-mediated learning materials in general have never exhibited widespread popularity because, as Bax (2003) argues, the technology has failed to meet exaggerated expectations, and so has failed to realize a mainstream status. This situation persists (Bax, 2011), because in the minds of most FL educators, CALL is synonymous with “drill” software (Bush, 2008). Accordingly, Kim (2008) found that preservice EFL/ESL instructors tended to favor a teacher-centered classroom approach and marginalize CALL as supplementary material. The prevalence of this perception in Japan is indicated in the consignment of computer-supported learning systems to language labs as self-study material (Brown, Campbell, & Weatherford, 2008). At the same time, a CALL research community does exist in the form of academic societies such as the Japan Association of Language Teachers and CALL (JALTCALL), and the Japanese Association of Language Education and Technology (LET). The concept of technology cluster predicts that RPG Sims would be more acceptable to members of such academic societies, or educators with similar research interests.
Summation and Research Questions
In sum, it would be reasonable to infer from the literature that variation in the acceptability of RPG Sims may exist based on demographic traits. Furthermore, variation in perceptions may be based in experience with or interest in CALL approaches to FL education. To further the analysis of FL educator perceptions of RPG Sims in Japanese higher education, the present study adopted the following research questions to guide data collection.
RQ1: How do FL educators in Japanese higher education perceive the DT attributes of relative advantage, compatibility and complexity of RPG Sims designed for foreign language learning?
RQ2: What are the differences in perceptions of attributes of RPG Sims for FL based on educator demographic characteristics of employment rank, term of office, nationality, research interest and teaching objectives?
Methodology
Sources of Data
The target population for the present study was FL instructors working in higher education in Japan. A sample of convenience was employed in the collection of both quantitative and qualitative data.
In the collection of quantitative data, FL instructors were solicited via email to participate in an online self-completion questionnaire. This type of instrument was chosen based on the availability of resources and the assumption that an electronic survey would not significantly limit participation for the following reasons. Japan is a technologically advanced country, the target population consists of highly educated academic professions, and IT infrastructure for general use purposes (i.e., document sharing, email, word processing, etc.) is for the most part ubiquitous in Japanese higher education (Open University of Japan, 2011). Thus, the principal investigator compiled a direct mailing list of FL faculty members at Japanese institutions of higher education using the Google search engine. Email addresses were recorded from faculty profile pages only when an examination of the instructor’s profile indicated that they were engaged in FL education. The examination of cases resulted in a list of 850 individual email addresses.
In the gathering of qualitative data, snowball sampling was used to recruit informants for individual asynchronous email interviews from the principal investigator’s professional network. A total of seven informants participated in the interviews. Four of these participants also participated in the online self-completion questionnaire.
Data Collection Strategies and Procedures
Acceptability research involves first providing an example of an innovation, then collecting data on perceptions of its attributes. Hence, the online self-completion questionnaire was comprised of a brief video presentation introducing a state-of-the-art RPG Sim for FL and cultural training, and a questionnaire eliciting opinions thereof along with demographic information.
Video Permission was obtained to use the ISLET (Integrated System for Language Education and Training) promotional video produced by Alelo Inc (2013) (Figure 1). The ISLET video was chosen primarily because it is designed for promotional purposes to provide a brief but informative overview for an audience that is likely unfamiliar with RPG Sim solutions for FL and cultural instruction.

Screenshot of ISLET video.
Questionnaire The self-completion questionnaire contained 10-items (Appendix A). Three items were designed to gather data on the perceptions of relative advantage, compatibility and complexity, and followed a five-point Likert response format. Five items elicited demographic information of job title, rank, term of office, nationality, research interest and teaching objectives. The questionnaire contained an additional item consisting of a text field where respondents were invited to comment freely.
Survey instrument The researcher created two versions of the questionnaire, one in Japanese and one in English. The two versions along with matching videos, one dubbed in Japanese and one in English, were embedded in two separate webpages, and a parent page was created to contain links to both Japanese and English survey instruments. An email soliciting participation and containing a link to the parent page was sent to addresses on the direct mailing list, and recipients were invited to click on the link and select the language in which they chose to respond.
Individual interviews Interviews were conducted asynchronously via email. These interviews involved providing informants with a link to the ISLET video, and having them write responses to three writing prompts designed to frame the discussion in the three perceived attributes (see Appendix B). Participants were asked to respond to each prompt with at least a paragraph. Following initial responses, the researcher followed up when necessary with requests for elaboration and/or clarification.
Results and Analysis
The online survey yielded 88 responses for a response rate of 10.3%. Qualitative data collection yielded a Japanese corpus consisting of 5,873 characters, and an English corpus with a word count of 4,632. The data was analyzed to address the research questions as follows.
The Analysis Pertaining to Research Question 1
To investigate the perceived attributes of RPG Sims, response frequencies for items 1-3 were summarized in bar charts, and a content analysis was performed on the qualitative data following the procedure laid out by Saldaña (2009). Specifically, the text was coded first according to comments as they related to relative advantage, compatibility and complexity. These comments were further sub-categorized based on stance (positive, negative or neutral) and reasons explaining the stance if any were provided. For example, Informant 1’s comment, “If [the instructor] must know everything including the content, then it couldn’t be used because it would take too much time,” was coded as: complexity-neut, (instructor burden). Following Saldaña (2009), the sub-categories were refined in an iterative process involving defining and re-labeling. Emergent themes are summarized in Table 1 with definitions.
Categories With Definitions and Number of Occurrences.
These themes were examined in conjunction with responses to items 1-3, which elicited the three perceived attributes of innovation proposed by Rogers (2003), and relationships that offered explanations of response trends were noted.
Relative Advantage Survey respondents were largely neutral regarding the relative advantage of RPG Sims compared to conventional approaches. As shown in Figure 2, nearly half of the responses were noncommittal, but over twice as many responses were positive relative to negative. A theme in the qualitative data that explains the large portion of neutral responses is an uncertainty regarding the ability of RPG Sims to produce real learning outcomes (see Table 2). This is not a surprising result considering that game-based learning for adult FL is largely unknown outside of government and military contexts in North America and Europe, and educational applications for games and simulations do not yet present a fully recognized or matured discipline (Crookall, 2011). Yet, even though the respondents seem to consider RPG Sims unproven, educators are unwilling to dismiss them outright as indicated by the low percentage of negative responses.

Relative advantage.
Comments Expressing Skepticism Regarding Outcomes.
Note. E = English; J = Japanese (Translated by Author).
The high rate of positive relative to negative responses is attributable to a belief among educators that game-based learning would have a positive effect on learner motivation. Participants cited various reasons for their beliefs, but the most common was an assumption pertaining to values and norms among the learner population. That is, many educators assume that since digital games are popular among the younger generation of learners, game-based learning materials would be as well (see Table 3).
Comments Attributing a Positive Impact on Learner Motivation to Learner Attitude.
It is worth noting that although many respondents who considered RPG Sims to be unproven regarding actual improvement of linguistic skills still acknowledge a motivation-based advantage. Therefore, learner motivation appears to be a salient issue in FL education in Japanese higher education, and instructors believe that RPG Sims could have a beneficial impact in this regard.
Compatibility Respondents were more divided regarding the suitability of RPG Sims in their teaching contexts. As shown in Figure 3, the responses to compatibility were less noncommittal and more polarized than those for relative advantage. This is attributable to a diversity of teaching objectives reported among survey respondents, in conjunction with a belief that RPG Sims may be effective for meeting some of these goals but not others. For instance, Informant 6 made a direct connection between the existence of various learning goals one instructor may have and the effect on compatibility: . . . the courses I have taught most recently were mostly content courses; the courses on tourism might have benefitted from RPGs simulating tourist-industry situations . . . My only language skills courses in recent years were for writing; RPGs would not have been suitable for these courses unless they had a large writing component . . . Finally, it is easy to imagine a RPG that could match the teaching goals of my speaking/listening classes. Even the software shown in the videos incorporates goals such as learning what to say in different situations.

Compatibility.
The highest frequency of teaching objective was conversation at 43 occurrences, or roughly half of the total number of respondents. Conversation as a class focus entails the learning goals of acquiring or improving the speaking and listening skills required to utilize a target language in various types of oral/aural communicative acts. The qualitative data indicated a perception among respondents that the ISLET system may be useful for improving speaking and listening skills, but not for other linguistic modalities such as reading and writing. Therefore, the half of participants who indicated conversation as a teaching objective would likely perceive the RPG Sim as being more compatible than those focusing on other learning goals.
It should be noted, however, that a relationship between conversation as a teaching objective and perceptions of compatibility was not observed in the statistical analysis described in the following section. One possible explanation for this is that FL educators appear to concurrently be in charge of multiple classes with multiple teaching objectives. The item eliciting data on teaching objective was multiple-select, and 62.5% of respondents selected two or more choices. Therefore, the perception of compatibility may be contingent on courses that are most emphasized by individual instructors.
Complexity Respondents were slightly positive regarding their technical ability to implement RPG Sims within a reasonable time frame. As shown in Figure 4, the largest minority of responses regarding complexity were positive, and the second largest neutral. At the same time, one emergent theme in the qualitative data suggested that participants consider RPG Sims to be highly complex in terms of the cost in time and effort it would take to implement them as core material in a course of study. This contrast could be explained by another emergent theme, which is a belief that RPG Sims would be useful primarily for supplementary or self-study material (see Table 4).

Complexity.
Comments Recognizing a Supplementary/Extracurricular Role for RPG Sims.
This theme is consistent with literature concerning common treatment of CALL systems (Bax, 2003, 2011; Brown et al., 2008; Bush, 2008). Instructors may be assuming that if RPG Sims are relegated to a supplementary or extracurricular role, they themselves would have very little direct interaction with such systems in practice. That is, they would have little need to understand the operation and contents or explain them to learners. The instructor’s role would presumably be limited to monitoring progress through reports, a task that is not considered overly complex.
The Analysis Pertaining to Research Question 2
To address the differences in perceptions based on demographic characteristics, responses to items 1-5 were cross tabulated with responses to items 6-11 and tested using a Chi-Square test of independence that was considered valid if no cell had an expected frequency of zero and 80% of cells had an expected count of five or greater (Yates, Moore, & McCabe, 1999). Under these conditions, no valid test results were found due to the diversity of responses. The author then collapsed the strongly agree with the agree variable, and the strongly disagree with the disagree variable and reran the tests. Under these conditions, only one statistically significant relationship was noted between research interest and perceptions of relative advantage; X2 (2, N = 88) = 16.54, p = 0.0005. Examination of the cell frequencies showed that about 74% (14 out of 19) of respondents who listed CALL among their research interests had a positive perception of relative advantage, while none responded negatively and the remaining 26% were noncommittal. On the other hand, only about 25% (17 out of 69) of educators with other research interests gave a positive response, the majority (55%) were noncommittal, and about 20% were negative. Thus, a positive perception of ISLET’s relative advantage was disproportionately high among researchers focusing on CALL.
The tendency to associate positive perspectives with innovations bearing a resemblance to technologies in which potential adopters are already interested is predicted by the construct of technology cluster, proposed in Rogers’ DT (2003, p. 249). This result is also compatible with Can and Cagiltay’s (2006) argument that a prior interest in computers can predict a favorable perception of the educational application of computer games. Also, the literature suggested that familiarity with technology-supported instructional approaches based on training or informal information sharing through peer networks fosters a positive perspective of its relative advantage (Alshumainmeri, 2008; Kessler, 2007). Thus, it is not surprising that CALL researchers in Japanese higher education would have more favorable views of RPG Sims than those interested in other fields of research.
No other significant relationships were found between perceptions and demographics, but one relationship in particular may deserve special note. No evidence was found indicating cultural background as a factor in variation of perceptions. When nationality (Japanese or Non-Japanese) was cross-tabulated with perceptions of RPG Sims, no significant relationships were apparent. Thus, regarding Joshi and colleague’s (2010) suggestion that Japanese culture may favor human over machine mediated learning interactions, no evidence was found in the present data to suggest that this cultural factor, if accurate, influences perceptions of RPG Sims for FL instruction.
Discussion and Conclusion
The present investigation was predicated on the assumption that increased use of RPG Sims by educators would constitute a positive development in FL instruction in Japanese higher education. According to DT, facilitating positive perceptions of the three attributes of RPG Sims would improve the likelihood of adoption. The results of this study offer guidance if the ultimate goal is to encourage FL instructors to adopt these innovative tools.
First, in accordance with educator perceptions of relative advantage, research should be conducted to explore the relationship between instruction with RPG Sims and recognized measurements of learning outcomes, particularly authoritative measurements such as the TOEFL iBT or IELTS. The reason is that while instructors seem to believe that RPG Sims would have a positive impact on learner motivation, they remain unconvinced of a beneficial impact on learning outcomes. Thus, establishing and publicizing a positive relationship with outcomes, if one exists, would greatly improve perceptions of relative advantage.
Second, in accordance with perceptions of complexity, outreach efforts should be made to inform instructors of best practices regarding the educational use of RPG Sims. However, this raises a conundrum pertaining to instructor roles and perceptions of complexity. According to the present analysis, a common assumption among faculty members is that human instructors have marginal roles as score-recorder in the use of RPG Sims. Further, this belief is likely associated with a positive perception of complexity. That is, educators believe RPG Sims would be relatively simple to implement because the process would merely involve assignment as extra-curricular work, and instructors would have very little to actually do in mediating the interaction between learners and simulated systems. However, this view is contrary to mainstream thought in simulation based learning, according to which instructors play a significant role most notably by facilitating post-activity debriefing (Kriz, 2008; Lederman, 1992; Petranek, Corey, & Black, 1992). Debriefing may involve providing feedback, using question-and-answer formats or having students keep a journal to facilitate reflective and critical thought, knowledge sharing and reformulation of theories and assumptions regarding performance in a simulation. This is not a completely novel idea in mainstream FL pedagogy, specifically in Task-Based Language Teaching (TBLT). Most TBLT scholars prescribe the use of a post-task lesson phase to review performance, highlight linguistic form, stimulate reflective thought and provide expert feedback (Ellis, 2003, 2006; Nunn, 2006; Oxford, 2006). However, in the case of RPG Sims, the facilitation of debriefing not only requires the instructors to learn the educational content of the scenario prior to introducing it to learners, but also may entail learning at least some of the technical aspects of the system. Particularly for instructors with apprehensions about technology, this entails additional training and preparation, which would likely result in increased negative perceptions of RPG Sim complexity.
Yet such training is unavoidable if diffusion of these learning tools is the goal. According to Rogers (2003), adoption of an innovation is predicated on its suitable and beneficial use. If it does not work satisfactorily, provisional adopters will simply discontinue using it. According to Whitton (2007, p. 95), game use alone, independent of an embedding curriculum that includes contextualization and debriefing, is inadequate for achieving potential learning outcomes, and Hays (2005) also found evidence that game use without debriefing is less effective. Therefore, if FL educators use RPG Sims as many expressed in the quantitative data—without participating fully in facilitating the learner-system interaction through debriefing—it is unlikely that the materials will produce outcomes that warrant their continued use, and diffusion will not occur.
Thus, efforts should be made to inform educators of the rationale and benefits of increased instructor involvement in mediating the interaction between the learners and RPG Sims systems. Such faculty development efforts have proven effective in promoting positive perspectives and the use of other learning technologies (Alshumainmeri, 2008; Aydin, 2013; Kenny & McDaniel, 2011; Uzunboylu & Ozdamli, 2011). The results of the present investigation offer further guidance as to the most promising communication channel for such an outreach effort.
According to DT, one successful strategy for fomenting the diffusion of an innovation is to rely on mass-media channels of communication early in the process (Enfield, Myers, Lara, & Frick, 2011). The reason is that the members of a social system who are most inclined to seek more information about and experiment with a new technology—innovators and early adopters—are also the most likely to heed such information sources. The mass-media channels of communication among higher education faculty members include academic conferences, periodical publications and informal peer groups supported by social networking technologies, particularly those focusing on higher educational professionals such as Academia, ResearchGate and Vitae. Thus, outreach efforts should be concentrated in these venues. Moreover, DT supported by the results of the present investigation indicate that the most receptive audiences to the message of RPG Sim merit would be found among educators who already focus on computer-mediated learning activities. Thus, targeting conferences with a CALL focus would offer the most efficient means of expending resources on an informational campaign.
Lastly, it is worth emphasizing that no factor specific to Japanese higher education was found that would preclude the adoption of RPG Sims as FL instructional tools. Despite suggestions in the literature to the contrary, the present study found no evidence of widespread endemic cultural values or beliefs that would render RPG Sims as an approach unworkable in this educational context. Rather, since the issue of learner motivation is particularly salient in FL instruction in this educational context, the attraction of RPG Sims is potentially high. Therefore, provided that the informational deficit is adequately addressed, RPG Sims could potentially enjoy considerable popularity among FL instructors in Japanese higher education.
Footnotes
Appendix A
Appendix B
Writing prompts for asynchronous email interview
Acknowledgements
I wish to thank several reviewers, Douglas Coleman (University of Toledo), Jonathan deHaan (University of Shizuoka), and Lewis Johnson (Alelo Inc.), for their clear, insightful and informative comments, which were instrumental in helping me to create a better article.
Declaration of Conflicting Interests
The author declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author received no financial support for the research, authorship, and/or publication of this article.
Author Biography
Contact:
