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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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Items 101–200 of 245
The Potential of Incorporating Computer Games in Foreign Language Curricula
Mukundan, J., Kalajahi, S. A. R., & Naghdipour, B. (2014) · Advances in Language and Literary Studies · doi:10.7575/aiac.alls.v.5n.2p.19 · Cited by 6
“Recent studies have documented the impact of educational computer games on boosting students’ motivation to language learning (Connolly et al., 2012; Hainey et al., 2011; Howell & Veale, 2009; Reinders, 2012; Squire, 2005).”
BackgroundJohn, A., & George, E. (2024) · World Journal of English Language · doi:10.5430/wjel.v14n4p546 · Cited by 7
Motivation, Pleasure and a Playful Methodology in Language Learning
Caon, F. (2020) · EL LE · doi:10.30687/elle/2280-6792/2020/03/006 · Cited by 9
Touch and gesture-based language learning. Some possible avenues for research and classroom practice
Reinders, H. (2014) · Unitec Research Bank (Unitec Institute of Technology) · Cited by 5
Self-citationRankin, Y. A. (2016) · doi:10.1145/2851581.2851610 · Cited by 5
Telecollaborative games for youngsters: impact on motivation
Jáuregi, K. (2016) · doi:10.14705/rpnet.2016.eurocall2016.562 · Cited by 5
Gaming Literacy and Its Pedagogical Implications
Lo, N., & Mok, B. C.-Y. (2019) · Digital culture and humanities · doi:10.1007/978-981-13-1277-9_8 · Cited by 7
Self-efficacy analysis of EFL student with digital game experiences
Alhaq, M. N. D., Drajatı, N. A., & Tarjana, M. S. S. (2020) · AKSARA Jurnal Bahasa dan Sastra · doi:10.23960/aksara/v21i1.pp17-32 · Cited by 6
“Video game, or within the same term as 'computer' or 'digital' game, is believed by some experts can improve the effectiveness of learning activity and process (Hung et. al., 2018; Chee, 2016; Peterson, 2012; Prensky, 2001; Reinders, 2012; Reinhardt, & Sykes, 2014).”
BackgroundMethodological Approaches to Investigating Task-Based Language Teaching
Révész, A. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.034 · Cited by 5
Gamification for Technology-Enhanced Language Teaching and Learning
Pujolà, J., & Appel, C. (2021) · IGI Global eBooks · doi:10.4018/978-1-6684-3710-0.ch045 · Cited by 5
Alrajhi, A. S. (2020) · Electronic Journal of Foreign Language Teaching · doi:10.56040/asla1731 · Cited by 5
“For example, Gee (2012) maintained that “good” electronic games comprise several design elements that strongly pertain to language learning.”
BackgroundGames in the Language Classroom-To Play is to Learn
Petrovic, E. P. (2014) · Cited by 5
Soyoof, A., & McLay, K. F. (2018) · International Journal of Pedagogies and Learning · Cited by 5
A SWOT Analysis of Instagram English Teaching Pages
Rezaie, F., & Chalak, A. (2021) · doi:10.22034/efl.2021.297627.1111 · Cited by 5
Serafini, E. J. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.005 · Cited by 5
Wu, J. G., Miller, L., & Teng, M. F. (2025) · International Journal of Applied Linguistics · doi:10.1111/ijal.12712 · Cited by 8
Rankin, Y. A., & Edwards, M. S. (2017) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3027063.3053358 · Cited by 4
“However, most research of games intentionally designed for SLA either emphasizes the finished product or its impact on students’ proficiency in the targeted language [3,5-6,9-11,18-28,30-32,34-36].”
BackgroundChotipaktanasook, N., & Reinders, H. (2019) · IGI Global eBooks · doi:10.4018/978-1-5225-9618-9.ch023 · Cited by 4
“One particularly promising connection is with research on interaction as digital games have been recognized as having great potential to engage learners and facilitate real-time L2 interaction with peers and other game players, including native speakers (Gee, 2012; Peterson, 2010b, 2016).”
BackgroundSelf-citationEvaluating Task-Based Language Programs
Norris, J. M., & Davis, J. M. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.030 · Cited by 5
Language-majored students' perception of Blended learning at a university in Vietnam
Tran, L. A., Tran, T. D., Nguyen, M. H., et al. (2023) · Proceedings of the AsiaCALL International Conference · doi:10.54855/paic.2217 · Cited by 4
L2 (IM)POLITENESS IN THE SYNCHRONOUS CHAT OF ELEMENTARY SCHOOL LEARNERS
Craig, D., & Do, J. (2017) · Teaching English With Technology · Cited by 4
The impact of the walking dead video game on students' reading comprehension on narrative text
Nadhif, M. H. (2021) · Journal of Research on English and Language Learning (J-REaLL) · doi:10.33474/j-reall.v2i2.11324 · Cited by 4
“They have profound knowledge and true learning if they can 'cash out' terms for pictures, memories, acts, aspirations, and conversation – for a virtual theatre of inspired action in their heads (Reinders, 2012).”
BackgroundDigital games and gaming in language learning and teaching
Reinhardt, J. S., & Bain, L. (2026) · Language Teaching · doi:10.1017/s0261444826101177 · Cited by 6
Oliver, R., & Sato, M. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.024 · Cited by 3
Exploring the Nuts and Bolts of Task Design
Samuda, V., & Bygate, M. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.016 · Cited by 3
Defining Game-Mediated Second and Foreign Language Teaching and Learning
Gao, Y., & Gee, E. R. (2023) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.323210 · Cited by 10
Jabbari, N., Zarrinabadi, N., & Amini, F. (2025) · Journal of Multilingual and Multicultural Development · doi:10.1080/01434632.2025.2513983 · Cited by 4
“More recently, Digital Game-Based Language Learning (DGBLL) has emerged in affiliation with mobile-assisted language learning (MALL) and represents a promising area of language learning (Hung et al. 2018; Reinders 2012).”
Educational Neuroscience and the Affective Affordances of Video Games in Language Learning
Gorham, T., & GORHAM, J. (2016) · Elsevier eBooks · doi:10.1016/b978-0-12-801738-8.00008-7 · Cited by 5
Task-Based Telecollaborative Exchanges between US and Italian Students
Nuzzo, E., & Velásquez, D. C. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.015 · Cited by 3
Designing Pedagogic Tasks for Refugees Learning English to Enter Universities in the Netherlands
Gök, S. Ö., & Michel, M. C. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.017 · Cited by 3
Long, M. H. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.010 · Cited by 4
Digital Media in the Language Classroom
Erlam, R., Philp, J., & Feick, D. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108869812.008 · Cited by 5
Understanding L2 use in MMOGs: A linguistic framework of digital gaming
Ibrahim, K. H. S. (2022) · Foreign Language Annals · doi:10.1111/flan.12659 · Cited by 3
Zourou, K., & Lamy, M. (2016) · Alsic · doi:10.4000/alsic.2876 · Cited by 3
Pappa, S. (2019) · Apples - Journal of Applied Language Studies · doi:10.17011/apples/urn.201905092525 · Cited by 3
Tertiary Student Experiences With Digital Language Games for Enhancing the English Language
Teh, E. W., Krishnapillai, G., & Meng, C. L. (2021) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.287826 · Cited by 3
Language learning through interactive games
Miandouab, E. K., & Cowie, E. (2013) · Cited by 3
A Method and Model for De- and Reconstructing Player-Game Interaction
Ibrahim, K. H. S. (2016) · International Journal of Computer-Assisted Language Learning and Teaching · doi:10.4018/ijcallt.2016100102 · Cited by 5
BENEFITS OF DIGITAL GAME-BASED LEARNING (DGBL) FOR ENGLISH LEARNING.
Setiadi, A. (2018) · International Journal of Advanced Research · doi:10.21474/ijar01/7351 · Cited by 4
“Research conducted by Rankin, Gold & Gooch (2006, as cited in Reinders, 2012), which focused on several intermediate-level and high-beginner level learners, has some findings that indicate the positive impact on increasing students‟ level of TL interaction.”
BackgroundA Psycholinguistically Motivated Methodology for Task-Based Language Teaching
Grañena, G., & Yılmaz, Y. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.018 · Cited by 5
Wattana, S. (2013) · UC Research Repository (University of Canterbury) · doi:10.26021/9498 · Cited by 3
Buendgens-Kosten, J. (2022) · The JALT CALL Journal · doi:10.29140/jaltcall.v18n3.548 · Cited by 3
“Monographs and edited volumes are regularly published on this topic (Gee, 2004, 2008; Reinders, 2012; Reinhardt, 2019; Sykes & Reinhardt, 2013).”
Digital Game-Based Tools for EFL Learners in Asian Countries
Wang, Z., & Cai, Y. (2021) · Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research · doi:10.2991/assehr.k.210617.101 · Cited by 3
A Case Study of a Task-Based Approach for School-Age Learners in China
Gong, Y., & Skehan, P. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.025 · Cited by 2
Opportunities for Language Output
Erlam, R., Philp, J., & Feick, D. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108869812.005 · Cited by 2
Natural Language Processing Environment to Support Greek Language Educational Games
Vagelatos, A. T., Stamatopoulos, J., Fountana, M., et al. (2022) · Lecture notes in networks and systems · doi:10.1007/978-3-030-96296-8_47 · Cited by 2
Developing Chinese Matching Games: From Inception to Completion
Chen, D. (2019) · Journal of Technology and Chinese Language Teaching · Cited by 2
Reflections on the Future of Technology-Mediated LSP Research and Education
Arús, J., Bárcena, E., & Read, T. (2013) · Educational linguistics · doi:10.1007/978-3-319-02222-2_16 · Cited by 2
Toward Integrative CALL: A Progressive Outlook on the History, Trends, and Issues of CALL
Yamazaki, K. (2014) · Journal of International Crisis and Risk Communication Research · Cited by 2
The Influence of Family Environment on Exposure to English among Spanish Secondary School Students
Flores, A. M., & Jiménez, E. G. (2018) · Estudios sobre Educación · doi:10.15581/004.34.283-306 · Cited by 2
The Implementation of a Task-Based Spanish-Language Program in Qingdao, China
Baralt, M., Fei, W., Bu, Z., Chen, H., Gómez, J. M., & Luan, X. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.009 · Cited by 2
A descriptive analysis of digital game-based foreign language education
Kazu, İ. Y. (2023) · Focus on ELT Journal · doi:10.14744/felt.2023.5.1.4 · Cited by 6
Khudhair, A. I. N. K. (2018) · ALUSTATH JOURNAL FOR HUMAN AND SOCIAL SCIENCES · doi:10.36473/ujhss.v219i1.501 · Cited by 2
“Learners come to see how words attach to the world's contexts or situations that they are about and help to create (Reinders,2012:36) .”
BackgroundBalboni, P. E. (2020) · EL LE · doi:10.30687/elle/2280-6792/2020/03 · Cited by 2
Task-Based Simulations for Diplomatic Security Agents
Doughty, C. J., & Pascal, E. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.022 · Cited by 1
The Power of Language Learning Beyond the Classroom to English Mastery of an EFL Learner
Hariyanti, Y., & Purwandari, J. D. (2022) · Journal of Languages and Language Teaching · doi:10.33394/jollt.v10i4.5748 · Cited by 1
“Games are the combination of images, actions, goals, and dialogue (Gee, 2012).”
BackgroundDigital creativity and ecolinguistics
Law, L. (2024) · Journal of Language and Pop Culture · doi:10.1075/jlpop.24012.law · Cited by 2
Learner agency and symbiotic agency with technology in language learning with digital applications
Räsänen, E. (2026) · European Journal of Applied Linguistics · doi:10.1515/eujal-2025-0002 · Cited by 1
“Since games adapt to learner commands, learners can stay engaged to commit to further learning (Reinders 2012).”
Ibrahim, K. H. S. (2018) · Advances in linguistics and communication studies · doi:10.4018/978-1-5225-7286-2.ch009 · Cited by 1
Inviting Children’s Views for Designing Digital Game Tasks
Butler, Y. G. (2019) · New language learning and teaching environments · doi:10.1007/978-3-030-12567-7_5 · Cited by 1
Utilizing NLP Tools for the Creation of School Educational Games
Vagelatos, A. T., Gavrielidou, M., Fountana, M., et al. (2021) · Advances in intelligent systems and computing · doi:10.1007/978-3-030-68198-2_62 · Cited by 1
A Task-Based Language Needs Analysis of Syrian Refugee Parents in Turkey
Toker, Ş., & Sağdıç, A. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.007 · Cited by 1
Teacher Preparation and Support for Task-Based Language Teaching
East, M. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.026 · Cited by 2
Borro, I. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.031 · Cited by 3
The Adolescent Language Learner: Setting the Scene
Erlam, R., Philp, J., & Feick, D. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108869812.002 · Cited by 3
Digital Game-Mediated Language Learning for Adults
Gee, E. R., & Gao, Y. (2022) · ADULT LITERACY EDUCATION THE INTERNATIONAL JOURNAL OF LITERACY LANGUAGE AND NUMERACY · doi:10.35847/egee.ygao.4.1.67 · Cited by 1
“A growing number of publications offer strategies and recommendations for game-mediated language learning (GML2; Peterson, 2013; Reindardt, 2019; Reinders, 2012), and varied games have been recommended for GML2.”
BackgroundLister, S. (2022) · Advances in game-based learning book series · doi:10.4018/978-1-7998-9660-9.ch001 · Cited by 1
6 • Facilitare l’apprendimento linguistico giocando
Caon, F. (2022) · SAIL · doi:10.30687/978-88-6969-651-0/006 · Cited by 1
Ibrahim, K. H. S. (2022) · IGI Global eBooks · doi:10.4018/978-1-6684-7597-3.ch014 · Cited by 1
Meksophawannagul, M. (2023) · English Language Teaching · doi:10.5539/elt.v17n1p97 · Cited by 2
“Today, digital games are considered a tool to engage learners and encourage interaction in the target language (Reinders, 2012).”
BackgroundNhi, H. T. Y., Huynh, T. V., Huynh, N. Y. N., et al. (2024) · Journal of English Language Teaching and Applied Linguistics · doi:10.32996/jeltal.2024.6.2.4 · Cited by 1
“Games like The Witcher series and Minecraft provide players with autonomy and creativity, fostering self-study behaviors essential for language learning (Reinders, 2012).”
BackgroundChen, Y., & Bruncak, R. (2015) · doi:10.14705/rpnet.2015.000320 · Cited by 1
Game Design Interaction in Digital Gameplay and Language Teaching and Learning
Shintaku, K. (2018) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-5225-5140-9.ch022 · Cited by 1
Sağdıç, A., & Reagan, D. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.012 · Cited by 1
Spanish Teacher Attitudes Towards Digital Game-Based Learning
Huertas-Abril, C. A., & García-Molina, M. (2021) · Advances in game-based learning book series · doi:10.4018/978-1-7998-7271-9.ch029 · Cited by 1
Utilizing Affinity Spaces and Critical Literacies for Multi-Media Language Learning
Lemcke-Kibby, A. (2013) · doi:10.15760/honors.26 · Cited by 1
Sterling, S., & Loewen, S. (2018) · The TESOL Encyclopedia of English Language Teaching · doi:10.1002/9781118784235.eelt0186 · Cited by 1
Web 2.0 and Digital Games in Language Learning and Teaching: The Lerna Project.
Venezia, F. D. (2013)
Hartikainen, T. (2015) · Jyväskylä University Digital Archive (University of Jyväskylä)
Ifenthaler, D., & Eseryel, D. (2014)
Utilizing Affinit y Spaces and Critical Literacies for Multi-Media Language Learning
Lemcke-Kibby, A. (2013)
Moving Towards an Ecological View of Second Language Learning in Multiplayer Online Games
Zhao, J. (2018) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-5225-5140-9.ch019
Valetopoulos, F., & Chanudet, C. (2018) · Círculo de lingüística aplicada a la comunicación · doi:10.5209/clac.62499
Teaching video games : video game literacy in the language classroom
Palola, T. (2018) · Jyväskylä University Digital Archive (University of Jyväskylä)
Design Thinking, Pre-Service Teachers, and the Advanced Grammar Course
Faszer-McMahon, D. (2019) · Advances in higher education and professional development book series · doi:10.4018/978-1-5225-8543-5.ch011
Kotuła, K. (2019) · Studia Romanica Posnaniensia · doi:10.14746/strop.2019.462.002
INTEGRATING TECHNOLOGY IN BASIC ENGLISH CLASS
Aflah, M. N. (2019) · ETERNAL (English Teaching Learning and Research Journal) · doi:10.24252/eternal.v52.2019.a1 · Cited by 1
Formalizing Casual Tabletop Games for Language Teaching
Savvani, S. (2020) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/3402942.3409792
FOSTERING STUDENTS VOCABULARY MASTERY THROUGH COMPUTER GAMES
Aflah, M. N. (2016) · Jurnal Ilmiah Spectral · doi:10.47255/spectral.v2i2.10
“According to Reinders (2012) employing technology, such as interactive games in education, allows teachers to solidify the connection between learning that occurs inside the classroom with that which occurs outside the school environment.”
BackgroundThe Perceived Appropriateness of Digital Games From ELL Teachers
Alshaya, K., & Beck, P. (2020) · Advances in early childhood and K-12 education · doi:10.4018/978-1-7998-4739-7.ch011
Nguyen, S. H. C. (2020) · Queensland University of Technology · doi:10.5204/thesis.eprints.206449 · Cited by 1
Implementing Language Games with NLP Tools: The Greek Case (short paper).
Tsalidis, C., Fountana, M., Gavrielidou, M., et al. (2020)
Perova, E. A. (2020) · Вестник ГГНТУ Гуманитарные и социально-экономические науки · doi:10.34708/gstou.2020.76.22.008
Hemminki, A. (2021) · Jyväskylä University Digital Archive (University of Jyväskylä)
Kukanova, V. V., Рассадин, В. И., Трофимова, С. М., & Salaev, B. K. (2016) · International Review of Management and Marketing
Delivering Task-Based Language Teaching at Scale
Nielson, K. B. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.020
Designing a Classroom-Based Task-Based Language Assessment Framework for Primary Schools
Gorp, K. V. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.033
Developing a Task-Based Approach
Oliver, R. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.006
Gurzynski‐Weiss, L., Giacomino, L., & Jarrett, D. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108868327.032
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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