Digital Games in Language Learning and Teaching
Abstract
This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicat
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Gamification in assessment: Do points affect test performance?
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A scoping review of research on digital game-based language learning
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Research agenda: Language learning beyond the classroom
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“…online role playing games (MMORPGs) comprise a specific variety of commercial off-the-shelf (COTS) games (Van Eck, 2009) that have received considerable attention in the applied linguistics literature (e.g., Peterson, 2010; Reinders, 2012; Sykes, Reinhardt, & Thorne, 2010; Thorne, 2012).”
BackgroundCan I Say Something? The Effects of Digital Gameplay on Willingness to Communicate
Reinders, H., & Wattana, S. (2014) · Language learning & technology · doi:10.64152/10125/44372 · Cited by 257 · see citing works
“Digital games offer engaging environments that have recently started to be explored for their educational potential (Gee, 2007; Reinders, 2012).”
BackgroundSelf-citationAffect and willingness to communicate in digital game-based learning
Reinders, H., & Wattana, S. (2015) · ReCALL · doi:10.1017/s0958344014000226 · Cited by 238 · see citing works
“He argues that good digital games incorporate learning principles (Gee, 2007) and have a variety of design features that ‘ are particularly relevant to language learning ’ (Gee, 2012: xiii).”
BackgroundSelf-citationLanguage-related computer use: Focus on young L2 English learners in Sweden
Sundqvist, P., & Sylvén, L. K. (2014) · ReCALL · doi:10.1017/s0958344013000232 · Cited by 209 · see citing works
“In a recent edited volume, Reinders (2012) brings together a number of scholars with contributions in the field of digital gaming and L2 learning and teaching, among them Chik (2012), who shows the inherent potential for autonomous language learning through digital gaming.”
BackgroundThe semiotic ecology and linguistic complexity of an online game world
Thorne, S. L., Fischer, I., & Lu, X. (2012) · ReCALL · doi:10.1017/s0958344012000158 · Cited by 181 · see citing works
“While existing research describes the considerable potential of MMOs as sites for L2 learning (e.g., Reinders, 2012; Sykes et al ., 2010), there remains an outstanding need for meticulous empirical studies that critically evaluate the environments games provide for L2 learning.”
BackgroundElola, I., & Oskoz, A. (2017) · Journal of Second Language Writing · doi:10.1016/j.jslw.2017.04.002 · Cited by 181 · see citing works
Digital Gaming and Language Learning: Autonomy and Community
Chik, A. (2014) · Language learning & technology · doi:10.64152/10125/44371 · Cited by 180 · see citing works
“Gee (2012) argues that “games associate words with images, actions, goals and dialogue, not just with definitions or other words” (p. xiv), so that learners understand them in context, rather than as abstract symbols.”
BackgroundThe CALL-SLA interface: Insights from a second-order synthesis
Plonsky, L., & Ziegler, N. (2016) · Language learning & technology · doi:10.64152/10125/44459 · Cited by 178 · see citing works
Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
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The Cambridge Handbook of Task-Based Language Teaching
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The Impact of a Serious Game on Vocabulary and Content Learning
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“Though there has been a rise in interest in videogame use in L2 learning in recent years (Cornillie, Thorne, & Desmet, 2012; deHaan, 2011; Neville, Shelton, & McInnis, 2009; Peterson, 2010a, 2010b, 2012; Reinders, 2012; Sykes & Reinhardt, 2013; Thorne, 2008), research on game-based language learning and teaching remai…”
BackgroundLearn a language for free: Recreational learning among adults
Chik, A., & Ho, W. Y. J. (2017) · System · doi:10.1016/j.system.2017.07.017 · Cited by 95 · see citing works
Language Learning Sans Frontiers : A Translanguaging View
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Digital games and language teaching and learning
Sykes, J. M. (2018) · Foreign Language Annals · doi:10.1111/flan.12325 · Cited by 93 · see citing works
Digital Games and ELT: Bridging the Authenticity Gap
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The use of massively multiplayer online role-playing games in CALL: an analysis of research
Peterson, M. (2016) · Computer Assisted Language Learning · doi:10.1080/09588221.2016.1197949 · Cited by 74 · see citing works
“A study influenced by cognitive SLA research reported by Reinders and Wattana (2011) examined learner TL production and affective factors.”
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Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning
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Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games
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“However, these studies are far from complete (Girard, Ecalle, & Magnant, 2013; Reinders, 2012).”
BackgroundDigital Gaming in L2 Teaching and Learning
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Teaching language and literacy with games: What? How? Why?
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Gaming alone or together? L2 beginner-level gaming practices
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The effect of a digital game-based learning task on the acquisition of the English Article System
Kao, C.-W. (2020) · System · doi:10.1016/j.system.2020.102373 · Cited by 46 · see citing works
Chaya, P., & Inpin, B. (2020) · English Language Teaching · doi:10.5539/elt.v13n7p27 · Cited by 37 · see citing works
York, J., Poole, F. J., & deHaan, J. W. (2021) · Foreign Language Annals · doi:10.1111/flan.12585 · Cited by 38 · see citing works
SPECIAL ISSUE COMMENTARY DIGITAL GAME AND PLAY ACTIVITY IN L2 TEACHING AND LEARNING
Reinhardt, J. S., & Sykes, J. M. (2014) · Cited by 33 · see citing works
ARS Interactive Teaching Mode for Financial Accounting Course based on Smart Classroom
Dai, S. (2019) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v14i03.10104 · Cited by 32 · see citing works
Online intercultural exchanges
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Digital Games and Second Language Learning
Reinders, H. (2017) · Springer eBooks · doi:10.1007/978-3-319-02237-6_26 · Cited by 35 · see citing works
Self-citationLi, K., Peterson, M., & Wang, Q. (2022) · Computer Assisted Language Learning · doi:10.1080/09588221.2022.2067181 · Cited by 39 · see citing works
The Cognition Hypothesis, the Triadic Componential Framework and the SSARC Model
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From Needs Analysis to Task Selection, Design, and Sequencing
Gilabert, R., & Malicka, A. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.014 · Cited by 29 · see citing works
Similarities between Playing World of Warcraft and CLIL
Sylvén, L. K., & Sundqvist, P. (2012) · Jyväskylä University Digital Archive (University of Jyväskylä) · Cited by 28 · see citing works
Gamification as transformative assessment in higher education
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Language learning apps or games: an investigation utilizing the RETAIN model
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Task-Based Language Teaching as an Innovation
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Why Task? Task as a Unit of Analysis for Language Education
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Virtual Reality Software as Preparation Tools for Oral Presentations: Perceptions From the Classroom
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“Students may also feel more creatively free, better able to communicate easily, and more comfortable following instructions while learning in VREs rather than physical classroom settings (Cheng et al., 2017; Reinders, 2012).”
BackgroundAccuracy and Fluency Teaching and the Role of Extramural English: A Tale of Three Countries
Schurz, A., Coumel, M., & Hüttner, J. (2022) · Languages · doi:10.3390/languages7010035 · Cited by 22 · see citing works
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Naturalistic CALL and Digital Gaming
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Mobile Language Learning: The Medium is ^not the Message
Lotherington, H. (2018) · L2 Journal · doi:10.5070/l210235576 · Cited by 20 · see citing works
“Sykes, Reinhardt, and Thorne (2010) highlighted MMORPGs as a new social landscape in language learning.”
BackgroundInfluentialChanging the Learning Environment: Teachers and Students’ Collaboration in Creating Digital Games
Magen-Nagar, N., Shachar, H., & Argaman, O. (2019) · Journal of Information Technology Education Innovations in Practice · doi:10.28945/4405 · Cited by 24 · see citing works
Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review
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The Interplay of Game Design and Pedagogical Mediation in Game-Mediated Japanese Learning
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Gaming Writing: Supervernaculars, Stylization, and Semiotic Remediation
Thorne, S. L., Kessler, G., Oskoz, A., & Elola, I. (2012) · University of Groningen research database (University of Groningen / Centre for Information Technology) · Cited by 17 · see citing works
The Impact of Ecological Factors on Game‐Based L2 Practice and Learning
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Revolutionising Language Teaching and Learning via Digital Media Innovations
Lo, N. (2020) · Educational communications and technology yearbook · doi:10.1007/978-981-15-8167-0_15 · Cited by 14 · see citing works
Social networked game dynamics in web 2.0 language learning communities
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effect of a serious game on aviation vocabulary acquisition
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“best takes place when the instruction involves active participation, engaging tasks referring students’ needs, experimenting, relevant contexts, and meaningful feedback with the affordances of digital media [1].”
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Gamification for Technology-Enhanced Language Teaching and Learning
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Synchronous computer-mediated communication and interaction: A research synthesis and meta-analysis
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Technology-enhanced cooperative language learning: A systematic review
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Task-Based Language Assessment
Norris, J. M., & East, M. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.029 · Cited by 16 · see citing works
Butler, Y. G. (2018) · Routledge eBooks · doi:10.4324/9781315623672-20 · Cited by 12 · see citing works
Chotipaktanasook, N., & Reinders, H. (2018) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-5225-5140-9.ch018 · Cited by 11 · see citing works
Self-citationExploring Language Education: Global and Local Perspectives
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“…language pedagogy has drawn attention because it is able to afford opportunities for edutainment (i.e., a blend of education and entertainment), and may assist in engaging and motivating learners, as well as in facilitating increased interaction and exposure to the target language (Reinders, 2012).”
BackgroundIbrahim, K. H. S. (2018) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2018010101 · Cited by 11 · see citing works
Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation
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“Furthermore, non-educational games have been used in teaching subjects such as languages (Chen and Yang, 2012; Reinders, 2012), history (Squire, 2005), and science (de Aldama and Pozo, 2020).”
BackgroundThe Adoption of Task-Based Language Teaching in Diverse Contexts
Newton, J. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.036 · Cited by 9 · see citing works
Technology-Mediated Task-Based Language Teaching
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Teaching Languages to Adolescent Learners
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Digital Games and Second Language Learning
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Self-citationVery young Swedish children’s exposure to English outside of school
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“Recently, emerging evidence suggests that playing video offers an engaging environment that may develop communication skills (Gee, 2007; Reinders, 2012; Reinders & Wattana, 2015).”
BackgroundDalton, G., & Devitt, A. (2016) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2016100102 · Cited by 8 · see citing works
The investigation of the relationship between online games and acquisition of Turkish vocabulary
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Gamer perception of language learning and L2 interaction in MMORPGs
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Aprendizaje basado en juegos para aprender una segunda lengua en educación superior
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Media-Related Out-of-School Contact with English in Germany and Switzerland
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ReCall Special Issue: Multimodal Environments in CALL
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“More recently, attention has been devoted to the problem-solving nature of games (Reinders, 2012; Cornillie, Thorne & Desmet, 2012) in immersive virtual environments that create the conditions for embodied interaction.”
BackgroundVideo Games: The Interface Between Language Learning and Storytelling
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Preface The Origins and Growth of Task-Based Language Teaching
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Factors impeding implementing CALL-based instruction: A mixed-methods study
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“One of the challenges of Second Language Acquisition (SLA) is providing ample opportunities for non-native speakers to practice their communication skills in the target or second language (L2) as a means for developing communicative competence — knowing what to say, when to say it and how to say it [4, 5, 38].”
BackgroundInfluentialConnecting Teacher Training to Task-Based Language Teaching Implementation
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Child Interaction in Task-Supported EFL/CLIL Contexts
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Utilizing Ludic Foreign Language Pedagogy at the Tertiary Level
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“Nowadays, many authors devote their research to the topic of game strategy, game-based learning, and the application of ludic activities in the foreign or second language teaching and learning [15], [16], [17], [18], [19], [20], [21], [22].”
BackgroundThe Psycholinguistics of Task-Based Performance
Skehan, P. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.002 · Cited by 9 · see citing works
Playing games during pandemic, why not? The IDLE upon students’ efficacy and vocabulary
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“Not only are digital games in line with informal learning (Benson & Reinders, 2011; Reinders, 2012), but by nature they also provide a proper language learning environment without the need for any necessary adjustment or specific implementation system design (Alhaq et al., 2020; Reinhardt & Sykes,…”
Background
- Authors
- Reinders, H.
- Affiliations
- Middlesex University London (GB)
- Corresponding author
- Hayo Reinders
- ORCID
- Hayo Reinders
- Venue
- Palgrave Macmillan UK eBooks
- Publisher
- Palgrave Macmillan UK
- Published
- 2012
- OpenAlex
- W406871702
- Cited by
- 248
- References
- 0
- Citations by year
- 2026: 7 · 2025: 11 · 2024: 10 · 2023: 10 · 2022: 23 · 2021: 66 · 2020: 20 · 2019: 14 · 2018: 24 · 2017: 11 · 2016: 15 · 2015: 4 · 2014: 15 · 2013: 13 · 2012: 5
- FWCI
- 9.29
- Type
- book
- Language
- en
- Open access
- closed
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Palgrave Macmillan UK eBooks (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- video games, language learning, language teaching, game-based learning, student engagement, classroom interaction, target language use
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