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Research-informed design

The Research Behind Route L2

What if practicing Spanish endings felt more like playing a game than studying for hours?

That question inspired Route L2, a research-informed racing game where students practice verb conjugations and agreement among articles, nouns, and adjectives while traveling through 13 countries.

Route L2 is built around a simple idea: learners need opportunities to notice language patterns, connect form with meaning, work with those patterns repeatedly, and receive clear feedback. A well-designed game can give that practice a purpose.

Why Learners Can Miss the Endings—even when they are motivated

Many novice and intermediate students understand the gist of a sentence before they notice the grammar inside it. Articles, noun and adjective endings, and verb endings are easy to overlook because they are small, even though they carry important information. Motivation helps, but interest alone does not guarantee that a learner will pay attention to every grammatical cue.

This is where noticing matters. Schmidt (1990) proposed that learners need to notice a language feature before it can become available for learning. In a study involving Spanish, Leow (2001) found that learners who were more aware of the target forms during exposure later recognized and produced those forms more successfully. VanPatten's work likewise stresses helping learners connect a form with the meaning it communicates.

For teachers, the practical message is straightforward: make the important feature visible, bring students back to it more than once, and give them a reason to use it. Route L2 turns endings into information the player needs. Students must look at the form, decide what it means, and apply it to advance in the race.

Why Spanish Endings Matter

In Spanish, articles and word endings carry important information. They can tell us who is performing an action and when it takes place. They also signal whether nouns are masculine or feminine and singular or plural, and whether their articles and adjectives agree.

The ability to recognize and work with meaningful parts of words is often called morphological awareness. In a study of Spanish, Foote (2017) found that intermediate and advanced L2 learners showed sensitivity to the morphological structure of regularly inflected verbs and adjectives.

Four Principles That Inform Route L2

Attention Helps Learners Notice Patterns

Attention is not the whole of learning, but it is an important starting point. When students are concentrating on the general message, they can miss the small grammatical features that make the sentence accurate.

Route L2 places target forms at the decision point. To move forward in the race, students must pay attention to the endings that communicate meaning.

Skill Develops Through Meaningful Repeated Practice

Knowing a grammar rule is different from using it quickly and accurately. DeKeyser's (1997) research showed that second-language morphosyntactic skills developed gradually through systematic comprehension and production practice.

Route L2 gives repeated practice a purpose: every decision contributes to progress in the race.

Clear Design Helps Manage Cognitive Load

Working memory is limited. Confusing material or content unrelated to the learning goal can interfere with learning when students must process too much information at once.

Mayer's research emphasizes selecting relevant information, organizing it clearly, and reducing unnecessary cognitive demands.

Feedback Turns Practice Into Information

Practice is more informative when students can identify an error and adjust. In a digital game study, metalinguistic feedback that directed learners toward the grammar rule produced better grammar outcomes than regular immediate correction (Liu & Hwang, 2024).

Route L2 provides an action-and-response cycle and a visible goal. Future evaluation can compare which kinds of feedback help its learners most.

Why Use a Game

Research does not show that every educational game is automatically effective. The quality of the learning design matters more than simply calling an activity a game.

A 2022 meta-analysis found small-to-medium positive effects in studies comparing digital game-based second-language learning with other conditions, as well as medium positive gains in before-and-after studies (Dixon et al., 2022). The results support the potential of digital games while showing that outcomes depend on design and context.

Calvo-Ferrer (2017) found that learners using an educational game performed better in the short term and found the material more appealing than a comparison group using a nongame version of the same content. Enjoyment itself, however, did not predict learning outcomes.

That distinction matters for Route L2: engagement is valuable, but the Spanish task must remain central to how the player advances.

Learning While Focused on the Game

Language learning can happen incidentally: students may acquire language while their main attention is on completing a meaningful activity. In a 2023 study, learners gained and retained vocabulary while playing a mystery game. The strongest learning occurred when words were noticeable and necessary for understanding the story (Lee, 2023).

Route L2 uses a similar principle while keeping grammar practice intentional. The player's immediate goal is to advance in the race, but progress requires repeated attention to articles, nouns, adjectives, and verb endings. The language is not separate from the game; it is how the game moves forward.

A 2026 review of recent digital game-based language-learning research found promising learning and motivational outcomes, but also found that vocabulary research greatly outnumbers grammar research (Reinhardt & Bain, 2026). Route L2's planned evaluation can help address that gap with evidence about Spanish grammar practice.

Cultural Context That Does More Than Decorate

Route L2 takes students on a journey through 13 countries. Each level connects practice with a country-specific setting and cultural item. The culture is not presented as a magic ingredient that teaches grammar by itself. It gives the practice a setting, a destination, and a reason to keep going.

When cultural content is connected to what learners must notice and do, it becomes part of the learning experience rather than a decorative add-on. VanPatten (2017) discusses input, interaction, tasks, and focus on form as central concerns in communicative language teaching. Route L2's cultural journey provides a context for those form-and-meaning decisions.

Selected References

  1. Calvo-Ferrer, J. R. (2017). Educational games as stand-alone learning tools and their motivational effect on L2 vocabulary acquisition and perceived learning gains. British Journal of Educational Technology, 48(2), 264-278. https://doi.org/10.1111/bjet.12387
  2. DeKeyser, R. M. (1997). Beyond explicit rule learning: Automatizing second language morphosyntax. Studies in Second Language Acquisition, 19(2), 195-221. https://doi.org/10.1017/S0272263197002040
  3. Dixon, D. H., Dixon, T., & Jordan, E. (2022). Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis. Language Learning & Technology, 26(1), 1-25. https://doi.org/10.64152/10125/73464
  4. Foote, R. (2017). The storage and processing of morphologically complex words in L2 Spanish. Studies in Second Language Acquisition, 39(4), 735-767. Published online in 2015. https://doi.org/10.1017/S0272263115000376
  5. Lee, S.-M. (2023). Factors affecting incidental L2 vocabulary acquisition and retention in a game-enhanced learning environment. ReCALL, 35(3), 274-289. https://doi.org/10.1017/S0958344022000209
  6. Leow, R. P. (2001). Attention, awareness, and foreign language behavior. Language Learning, 51(S1), 113-155. https://doi.org/10.1111/j.1467-1770.2001.tb00016.x
  7. Liu, L.-A., & Hwang, G.-J. (2024). Effects of metalinguistic corrective feedback on novice EFL students' digital game-based grammar learning performances, perceptions and behavioural patterns. British Journal of Educational Technology, 55(2), 687-711. https://doi.org/10.1111/bjet.13400
  8. Mayer, R. E. (2014). Cognitive theory of multimedia learning. In R. E. Mayer (Ed.), The Cambridge handbook of multimedia learning (2nd ed., pp. 43-71). Cambridge University Press. https://doi.org/10.1017/CBO9781139547369.005
  9. Reinhardt, J., & Bain, L., IV. (2026). Digital games and gaming in language learning and teaching. Language Teaching, 59, 269-292. https://doi.org/10.1017/S0261444826101177
  10. Schmidt, R. W. (1990). The role of consciousness in second language learning. Applied Linguistics, 11(2), 129-158. https://doi.org/10.1093/applin/11.2.129
  11. Suzuki, Y., Maie, R., & Hui, B. (2025). Research timeline: Automatization in second language learning. Language Teaching, 1-20. Advance online publication. https://doi.org/10.1017/S026144482500059X
  12. VanPatten, B. (2017). While we're on the topic: BVP on language, acquisition, and classroom practice. ACTFL.