Skip to main navigation Skip to search Skip to main content

DIGITAL GAMES AS A METHODOLOGY FOR SECOND LANGUAGE LEARNING: Exploring new metaphors and pedagogical parallels

Research output: Chapter in Book/Report/Conference proceeding › Chapter

Abstract

This chapter examines the relevance and potential of digital games in second language (L2) learning and pedagogy, offering insights for researchers and educators. It begins by providing an overview of game genres and the global impact of gaming. Next, it explores the established CALL (computer-assisted language learning) metaphors of tool and tutor alongside the more recent ecology metaphor, applying them to digital gaming and highlighting their pedagogical implications. The chapter then introduces the metaphor of game as method, drawing parallels between game design and L2 activity design principles such as goal orientation, interaction, feedback, context, and motivation. Expanding on this framework, it proposes the concept of game design features as metaphors.

Original languageEnglish (US)
Title of host publicationThe Routledge Handbook of Language Learning and Technology, Second Edition
PublisherTaylor and Francis
Pages449-460
Number of pages12
ISBN (Electronic)9781040492666
ISBN (Print)9781032534732
DOIs
StatePublished - Jan 1 2026

ASJC Scopus subject areas

  • General Arts and Humanities
  • General Social Sciences

Fingerprint

Dive into the research topics of 'DIGITAL GAMES AS A METHODOLOGY FOR SECOND LANGUAGE LEARNING: Exploring new metaphors and pedagogical parallels'. Together they form a unique fingerprint.

Cite this