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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?
Attali, Y., & Arieli‐Attali, M. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.12.012 · Cited by 463
A scoping review of research on digital game-based language learning
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.07.001 · Cited by 319
Research agenda: Language learning beyond the classroom
Reinders, H., & Benson, P. (2017) · Language Teaching · doi:10.1017/s0261444817000192 · Cited by 340
Self-citationCornillie, F., Thorne, S. L., & Desmet, P. (2012) · ReCALL · doi:10.1017/s0958344012000134 · Cited by 259
“…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
“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
“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 251
“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
“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 219
Digital Gaming and Language Learning: Autonomy and Community
Chik, A. (2014) · Language learning & technology · doi:10.64152/10125/44371 · Cited by 191
“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
Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
Sundqvist, P. (2019) · Language Learning & Technology · doi:10.64152/10125/44674 · Cited by 154
Vargas, S. S., Cope, C., He, Z., & Byrne, G. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.07.004 · Cited by 141
CLIL in Sweden – why does it not work? A metaperspective on CLIL across contexts in Europe
Sylvén, L. K. (2013) · International Journal of Bilingual Education and Bilingualism · doi:10.1080/13670050.2013.777387 · Cited by 131
The Cambridge Handbook of Task-Based Language Teaching
Nuzzo, E., & Velásquez, D. C. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327 · Cited by 138
The Impact of a Serious Game on Vocabulary and Content Learning
Chen, H.-J. H., & Hsu, H.-L. (2020) · Computer Assisted Language Learning · doi:10.1080/09588221.2019.1593197 · Cited by 109
Pan, Y., Ke, F., & Xu, X. (2022) · Educational Research Review · doi:10.1016/j.edurev.2022.100448 · Cited by 107
Ikumi Hitosugi, C., Schmidt, M., & Hayashi, K. (2014) · CALICO Journal · doi:10.11139/cj.31.1.19-39 · Cited by 97
“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 105
Language Learning Sans Frontiers : A Translanguaging View
Wei, L., & Ho, W. Y. J. (2018) · Annual Review of Applied Linguistics · doi:10.1017/s0267190518000053 · Cited by 97
Kazu, İ. Y., & Kuvvetli, M. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11756-y · Cited by 83
Digital games and language teaching and learning
Sykes, J. M. (2018) · Foreign Language Annals · doi:10.1111/flan.12325 · Cited by 104
Digital Games and ELT: Bridging the Authenticity Gap
Henry, A. (2013) · Palgrave Macmillan UK eBooks · doi:10.1057/9781137000873_8 · Cited by 88
Pitarch, R. C. (2018) · Journal of Language Teaching and Research · doi:10.17507/jltr.0906.04 · Cited by 78
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
“A study influenced by cognitive SLA research reported by Reinders and Wattana (2011) examined learner TL production and affective factors.”
BackgroundResultInfluentialEbrahimzadeh, M., & Alavi, S. (2016) · Cogent Education · doi:10.1080/2331186x.2016.1255400 · Cited by 83
Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning
Belda-Medina, J. R., & Calvo‐Ferrer, J. R. (2022) · Education Sciences · doi:10.3390/educsci12030182 · Cited by 52
Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games
Ebrahimzadeh, M. (2017) · English Language Teaching · doi:10.5539/elt.v10n2p1 · Cited by 45
“However, these studies are far from complete (Girard, Ecalle, & Magnant, 2013; Reinders, 2012).”
BackgroundDigital Gaming in L2 Teaching and Learning
Reinhardt, J. (2017) · The Handbook of Technology and Second Language Teaching and Learning · doi:10.1002/9781118914069.ch14 · Cited by 44
Teaching language and literacy with games: What? How? Why?
deHaan, J. W. (2019) · Ludic Language Pedagogy · doi:10.55853/llp_v1art1 · Cited by 56
Gaming alone or together? L2 beginner-level gaming practices
González‐Lloret, M., Díez-Ortega, M., & Payne, S. (2020) · Perspectiva · doi:10.5007/2175-795x.2020.e67573 · Cited by 43
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 52
Chaya, P., & Inpin, B. (2020) · English Language Teaching · doi:10.5539/elt.v13n7p27 · Cited by 37
York, J., Poole, F. J., & deHaan, J. W. (2021) · Foreign Language Annals · doi:10.1111/flan.12585 · Cited by 51
SPECIAL ISSUE COMMENTARY DIGITAL GAME AND PLAY ACTIVITY IN L2 TEACHING AND LEARNING
Reinhardt, J. S., & Sykes, J. M. (2014) · Cited by 33
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
Online intercultural exchanges
Hockly, N. (2014) · ELT Journal · doi:10.1093/elt/ccu061 · Cited by 32
Digital Games and Second Language Learning
Reinders, H. (2017) · Springer eBooks · doi:10.1007/978-3-319-02237-6_26 · Cited by 50
Self-citationLi, K., Peterson, M., & Wang, Q. (2022) · Computer Assisted Language Learning · doi:10.1080/09588221.2022.2067181 · Cited by 39
The Cognition Hypothesis, the Triadic Componential Framework and the SSARC Model
Robinson, P. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.013 · Cited by 35
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 30
Similarities between Playing World of Warcraft and CLIL
Sylvén, L. K., & Sundqvist, P. (2012) · Jyväskylä University Digital Archive (University of Jyväskylä) · Cited by 28
Gamification as transformative assessment in higher education
Oliver, E. (2017) · HTS Teologiese Studies / Theological Studies · doi:10.4102/hts.v73i3.4527 · Cited by 37
Language learning apps or games: an investigation utilizing the RETAIN model
Gunter, G. A., Campbell, L. O., Braga, J. D. C. F., et al. (2016) · Revista Brasileira de Lingüística Aplicada · doi:10.1590/1984-639820168543 · Cited by 25
Roodt, S., & Ryklief, Y. (2019) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2019100104 · Cited by 23
Task-Based Language Teaching as an Innovation
den Branden, K. V. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.035 · Cited by 24
Why Task? Task as a Unit of Analysis for Language Education
Sasayama, S. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.004 · Cited by 24
Lee, S. (2023) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2023.3267563 · Cited by 26
Campbell, C., & Sarac, B. (2018) · Hispania · doi:10.1353/hpn.2018.0019 · Cited by 22
Virtual Reality Software as Preparation Tools for Oral Presentations: Perceptions From the Classroom
Alsaffar, M. J. (2021) · Theory and Practice in Language Studies · doi:10.17507/tpls.1110.02 · Cited by 21
“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
Pitura, J., & Terlecka-Pacut, E. (2018) · Computer Assisted Language Learning · doi:10.1080/09588221.2018.1447490 · Cited by 24
Naturalistic CALL and Digital Gaming
Chik, A. (2013) · TESOL Quarterly · doi:10.1002/tesq.133 · Cited by 23
Bygate, M., Samuda, V., & den Branden, K. V. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.003 · Cited by 27
Filsecker, M., & Bündgens-Kosten, J. (2012) · Palgrave Macmillan UK eBooks · doi:10.1057/9781137005267_4 · Cited by 24
Mobile Language Learning: The Medium is ^not the Message
Lotherington, H. (2018) · L2 Journal · doi:10.5070/l210235576 · Cited by 20
“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 29
Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review
Li, K., Peterson, M., Wang, Q., & Wang, H. (2024) · Computer Assisted Language Learning · doi:10.1080/09588221.2023.2299436 · Cited by 27
The Interplay of Game Design and Pedagogical Mediation in Game-Mediated Japanese Learning
Shintaku, K. (2016) · International Journal of Computer-Assisted Language Learning and Teaching · doi:10.4018/ijcallt.2016100103 · Cited by 18
Tan, P. Q., & Tan, K. H. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i04.11647 · Cited by 18
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
The Impact of Ecological Factors on Game‐Based L2 Practice and Learning
Ibrahim, K. H. S. (2017) · Foreign Language Annals · doi:10.1111/flan.12278 · Cited by 18
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
Social networked game dynamics in web 2.0 language learning communities
Zourou, K., & Lamy, M. (2013) · Alsic · doi:10.4000/alsic.2642 · Cited by 15
effect of a serious game on aviation vocabulary acquisition
Dinçer, N., & Dinçer, R. (2021) · International Journal of Serious Games · doi:10.17083/ijsg.v8i4.464 · Cited by 14
“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].”
BackgroundInfluentialJia, W., Pack, A., Guan, Y., Zhang, L., & Zou, B. (2023) · Computer Assisted Language Learning · doi:10.1080/09588221.2023.2276800 · Cited by 28
Gamification for Technology-Enhanced Language Teaching and Learning
Pujolà, J., & Appel, C. (2020) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-7998-2591-3.ch005 · Cited by 14
Synchronous computer-mediated communication and interaction: A research synthesis and meta-analysis
Ziegler, N. (2013) · DigitalGeorgetown (Georgetown University Library) · Cited by 11
Technology-enhanced cooperative language learning: A systematic review
Liu, Y., Thurston, A., & Xin-cai, Y. (2024) · International Journal of Educational Research · doi:10.1016/j.ijer.2024.102314 · Cited by 38
Zhao, D., Jablonkai, R. R., & Sandoval-Hernández, A. (2024) · Journal of China Computer-Assisted Language Learning · doi:10.1515/jccall-2023-0027 · Cited by 23
Task-Based Language Assessment
Norris, J. M., & East, M. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.029 · Cited by 15
Butler, Y. G. (2018) · Routledge eBooks · doi:10.4324/9781315623672-20 · Cited by 12
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
Self-citationExploring Language Education: Global and Local Perspectives
Bardel, C., Hedman, C., Rejman, K., & Zetterholm, E. (2022) · doi:10.16993/bbz · Cited by 18
Jia, W., Zhang, L., Pack, A., Guan, Y., & Zou, B. (2024) · Language Learning & Technology · doi:10.64152/10125/73554 · Cited by 14
“…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 12
Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation
Vahlo, J., Välisalo, T., & Tuuri, K. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1176773 · Cited by 9
“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
Technology-Mediated Task-Based Language Teaching
González‐Lloret, M., & Ziegler, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.019 · Cited by 18
Teaching Languages to Adolescent Learners
Erlam, R., Philp, J., & Feick, D. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108869812 · Cited by 13
Digital Games and Second Language Learning
Reinders, H. (2016) · Springer eBooks · doi:10.1007/978-3-319-02328-1_26-1 · Cited by 12
Self-citationVery young Swedish children’s exposure to English outside of school
Sylvén, L. K. (2022) · doi:10.16993/bbz.e · Cited by 8
Utami, C. P., & Bharati, D. A. L. (2020) · English Education Journal · doi:10.15294/eej.v10i1.36574 · Cited by 9
Albaqami, R. (2022) · Open Journal of Modern Linguistics · doi:10.4236/ojml.2022.122019 · Cited by 11
“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
The investigation of the relationship between online games and acquisition of Turkish vocabulary
Akdeniz University, T., Şimşek, B., Direkci, B., & Akdeniz University, T. (2019) · International Journal of Instruction · doi:10.29333/iji.2019.1235a · Cited by 8
Gamer perception of language learning and L2 interaction in MMORPGs
Chen, D. (2015) · Utrecht University Repository (Utrecht University) · Cited by 8
Roodt, S., & Ryklief, Y. (2022) · IGI Global eBooks · doi:10.4018/978-1-6684-5696-5.ch037 · Cited by 7
Aprendizaje basado en juegos para aprender una segunda lengua en educación superior
Pérez, A. G., & Serrano, A. Á. (2022) · Innoeduca International Journal of Technology and Educational Innovation · doi:10.24310/innoeduca.2022.v8i2.13858 · Cited by 43
Media-Related Out-of-School Contact with English in Germany and Switzerland
Krüger, M. (2023) · Springer eBooks · doi:10.1007/978-3-658-42408-4 · Cited by 14
ReCall Special Issue: Multimodal Environments in CALL
Calvo‐Ferrer, J. R., Melchor-Couto, S., & Jáuregi, K. (2016) · ReCALL · doi:10.1017/s0958344016000136 · Cited by 9
“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
Parsayi, F., & Soyoof, A. (2018) · International Journal of Pedagogies and Learning · Cited by 7
Preface The Origins and Growth of Task-Based Language Teaching
Long, M. H., & Ahmadian, M. J. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.001 · Cited by 9
Factors impeding implementing CALL-based instruction: A mixed-methods study
Arani, S. M. N., Zarei, A. A., & Sarani, A. (2024) · System · doi:10.1016/j.system.2024.103461 · Cited by 7
Rankin, Y. A., Tibi, S., Kennington, C., & Han, N. (2021) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3474706 · Cited by 6
“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
Bryfonski, L. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.027 · Cited by 7
Child Interaction in Task-Supported EFL/CLIL Contexts
Mayo, M. D. P. G. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.023 · Cited by 6
Utilizing Ludic Foreign Language Pedagogy at the Tertiary Level
Gavranović, V., & Michos, M. V. (2022) · International Scientific Conference Sinteza · doi:10.15308/sinteza-2022-353-357 · Cited by 6
“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
Playing games during pandemic, why not? The IDLE upon students’ efficacy and vocabulary
Alhaq, M. N. D. (2022) · Indonesian Journal of Applied Linguistics · doi:10.17509/ijal.v12i1.46536 · Cited by 6
“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
Metadata
- 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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