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Identifying Pedagogical Uses of Serious Games for Learning English as a Second Language

  • Azeneth Patiño
  • Margarida RomeroEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9221)

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.

Keywords

Language Learning Foreign Language Learning Virtual City Serious Game Computer Assist Language Learn 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.Université LavalQuébecCanada

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