Abstract
The concept of learning spaces has moved beyond the walls of the classroom and language learning is now, more than ever, in the hands of the learner. Teachers must accept that their role in the learning process has changed, in many situations, becoming that of facilitator. As facilitators, they should promote the use of learning materials that are motivating, engaging, and useable in both the classroom and in autonomous learning contexts. A valid alternative to traditional language learning materials can be found in digital game-based language learning (DGBLL), which offers a means for all four language skills to be practised in a flexible, highly empowering and engaging way. This chapter proposes and evaluates the use of the text-based video game genre of Interactive Fiction (IF) as an authentic learning material in line with the principles of second language acquisition (SLA). Furthermore, it describes how IF, in addition to creating conditions in which reading, writing, speaking, and listening skills may be practised, can be a particularly useful tool for improving reading for fluency and promoting reading for pleasure.
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Pereira, J. (2014). Using Interactive Fiction for Digital Game-based Language Learning. In: Garton, S., Graves, K. (eds) International Perspectives on Materials in ELT. International Perspectives on English Language Teaching. Palgrave Macmillan, London. https://doi.org/10.1057/9781137023315_11
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DOI: https://doi.org/10.1057/9781137023315_11
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