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Ludic Language Pedagogy
These games move classroom instruction from rote memorization to organic, real-time communication.
The integration of Jackbox Party Packs into the classroom serves as a pedagogical tool to foster authentic English language practice through ludic engagement. By utilizing digital games that prioritize social interaction, humor, and collaboration, educators can create a low-stakes environment where students practice real-time communication, timing, and critical thinking. The primary thesis posits that these games facilitate a constructivist learning space, allowing students to move beyond rote memorization toward organic language use and metacognitive awareness.
The methodology centers on the use of the Jackbox Party Pack series, specifically highlighting the game Drawful Animate as a flexible tool for vocabulary and grammar instruction. The implementation requires minimal technology—a screen, internet access, and student-provided devices—making it adaptable for various class sizes. The game’s "audience mode" allows for up to 10,000 participants, ensuring that even in large cohorts, students remain engaged through voting and peer feedback. By customizing prompts, teachers can align gameplay with specific curriculum goals, such as practicing gerunds or preference verbs, while simultaneously reinforcing social-constructivist learning through collaborative team responses.
Key findings indicate that the game’s structure provides clear boundaries and media cues that deepen immersion, effectively maintaining the "magic circle" of play. The ability for students to generate their own content promotes deeper engagement with textbook material, while post-game reflections encourage self-assessment and peer evaluation. Ultimately, the use of these games supports inclusive participation, as the diverse roles within the game—ranging from active players to audience members—ensure that students of all language levels can contribute meaningfully to the communal storytelling and creative decision-making process.
International Journal of Role-Playing · 2026