Amusing Minds for Joyful Learning through E-Gaming
Keyword(s):
The purpose of this chapter is to investigate the present use of e-gaming in language acquisition along with its potential and challenges. We review the use of traditional, non-electronic games for language acquisition, provide a brief introduction of computer-assisted language learning (CALL), and examine the use of electronic games in language learning. Although there is limited research on the use of electronic games in language acquisition, potential exists for the integration of electronic games in language classrooms. In addition, more in-depth research is still needed in this field. For classroom practice, we provide a resource of online e-games for practitioners.
2012 ◽
pp. 132-150
2003 ◽
Vol 3
(2)
◽
pp. 115-132