Game-based learning for second language acquisition in higher education

被引:3
作者
Gonzalez Perez, Alicia [1 ]
Alvarez Serrano, Alicia [1 ]
机构
[1] Univ Extremadura, Badajoz, Spain
来源
INNOEDUCA-INTERNATIONAL JOURNAL OF TECHNOLOGY AND EDUCATIONAL INNOVATION | 2022年 / 8卷 / 02期
关键词
Game Based Learning; systematic literature review; second languages; higher education; LANGUAGE; VIDEOGAMES; LEARNERS; IMPACT;
D O I
10.24310/innoeduca.2022.v8i2.13858
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Digital games offer a promising platform to engage students in second language practice. Recently, leading academics have made research contributions on the benefits of game-based learning. Hence, this study aims to gather empirical findings that shed light on the effectiveness of games in second language learning. To do this, a systematic literature review of scientific articles indexed in Web of Science and Scopus has been carried out, considering various inclusion/exclusion criteria. In total, ten scientific articles that meet all the inclusion/exclusion criteria have formed the sample and have served to answer the research questions posed. After a thorough analysis, evidence on both the pedagogical implications of digital game-based learning in second language acquisition and the effects of this form of learning on the development of skills and/or linguistic aspects stands out. Based on the results, it can be concluded that it is important for teachers to select games according to the type of competences they want to work on so that learning is meaningful and motivating. To this end, it is necessary for teachers to promote opportunities for interaction between peers that encourage second language practice and to offer additional help to students who have never played the game selected for second language learning.
引用
收藏
页码:114 / 128
页数:15
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