Identifying pedagogical uses of serious games for learning English as a second language

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Abstract

Nowadays, English is a global language taught as a second language in most of non-English speaking countries. Over recent decades, Computer Assisted Language Learning (CALL) has evolved into solutions that allow a higher learner engagement in authentic active-based learning activities. In this context, the educational digital games, also known as Serious Games (SG), allow learning English as a Second Language (ESL) in a playful and engaging environment. In this study, we develop a literature review on the current uses of SG in the context of CALL, in general, and ESL, specifically, in order to create a taxonomy of pedagogical uses of SG for ESL. The taxonomy could be of utility for teachers aiming to integrate SG in their ESL courses.

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Patiño, A., & Romero, M. (2015). Identifying pedagogical uses of serious games for learning English as a second language. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9221, pp. 31–43). Springer Verlag. https://doi.org/10.1007/978-3-319-22960-7_4

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