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Digital Games and Language Learning: Theory, Development and Implementation

Digital Games and Language Learning: Theory, Development and Implementation

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The use of digital games in foreign and second language learning is explored in this book, which provides a comprehensive overview of the field. It discusses the theoretical foundations, development, and impact of digital games designed for language learning, and includes case studies from Europe and Japan. The book is a valuable resource for instructors, researchers, and practitioners interested in using games in their classrooms.

Format: Hardback
Length: 300 pages
Publication date: 22 April 2021
Publisher: Bloomsbury Publishing PLC


Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. This book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). It is a valuable resource for instructors, researchers, and practitioners who are designing games or looking to use them in their classrooms.

The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements, and student health.

Chapters then draw on case studies from Europe and Japan to analyze in-game interaction, attitudes, and participation in both institutional and out-of-classroom settings. The book seamlessly combines theory with practical application, outlining recent developments in the field and the direction of future research.

The use of digital games in CALL has been growing in popularity in recent years, as they offer a unique and engaging way to learn languages. Digital games can be used to teach vocabulary, grammar, and sentence structure, as well as cultural awareness and communication skills. They can also be used to promote collaboration and teamwork, as well as to provide a fun and interactive learning experience.

One of the key benefits of using digital games in CALL is that they can be tailored to the individual learner's needs and interests. For example, games can be designed to target specific language skills, such as listening, reading, or speaking, or they can be designed to promote cultural awareness and understanding. Games can also be designed to be challenging and engaging, which can help to keep learners motivated and engaged.

Another benefit of using digital games in CALL is that they can be used to promote language learning in a variety of settings, such as schools, universities, and language centers. Digital games can be used in both formal and informal learning environments, and they can be used to supplement traditional language learning methods or to be used as a standalone learning tool.

However, there are also some challenges associated with using digital games in CALL. One of the challenges is ensuring that digital games are designed to be effective and engaging for learners. Games that are not designed well or that are not engaging can be ineffective in promoting language learning. Another challenge is ensuring that digital games are accessible to learners of all ages and abilities. Games that are not designed to be accessible to learners with disabilities or who have limited access to technology can be exclusionary and limit the potential of digital games in promoting language learning.

To address these challenges, there are a number of steps that can be taken. One of the steps is to ensure that digital games are designed with the learner in mind. Games that are designed with the learner in mind are more likely to be effective and engaging, and they are more likely to be accessible to learners of all ages and abilities. Another step is to ensure that digital games are designed to be culturally sensitive and inclusive. Games that are designed to be culturally sensitive and inclusive are more likely to promote language learning and cultural awareness, and they are more likely to be accessible to learners from all backgrounds.

In conclusion, the use of digital games in CALL has the potential to be a powerful tool for promoting language learning and cultural awareness. Digital games can be tailored to the individual learner's needs and interests, they can be used to promote language learning in a variety of settings, and they can be designed to be effective and engaging for learners of all ages and abilities. However, there are also some challenges associated with using digital games in CALL, such as ensuring that digital games are designed to be effective and engaging, accessible to learners of all ages and abilities, and culturally sensitive and inclusive. By taking steps
these steps, we can ensure that digital games are used to their full potential in promoting language learning and cultural awareness.

Weight: 606g
Dimension: 163 x 242 x 23 (mm)
ISBN-13: 9781350133006

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