Digital games and gaming in language learning and teaching

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Authors: Jonathon Reinhardt, Lincoln Bain
Cited by: 2
References: 83

Abstract

Abstract As digital or video gaming has grown in popularity around the globe in the last few decades, attention to its potential as a means to learn L2s (second, foreign, or additional languages) has grown, as evidenced by an increase in academic journal-based treatment of research in DGBELLT (digital game-based and enhanced second/foreign language learning and teaching), alongside monographs and edited volumes. To identify common findings and research trends, we conducted a review of recent research and scholarship in the young field published between January 2021 and December 2024 inclusive in major academic journals and edited volumes. We ultimately selected 76 pieces for the review, categorizing them into five types or foci: reviews and meta-analyses, studies of game-enhanced L2 learning and L2 gaming, game-enhanced pedagogy, L2 learning game design and development, and teacher education. After synthesizing the pieces in each category, we offer concise take-aways and discussion, implicating gaps, needs, and future directions.

Fields of Study & Subjects

Second Language Learning and Teaching Educational Games and Gamification Technology-Enhanced Education Studies

Publication details

Journal / source
Language Teaching
Publisher
Cambridge University Press (CUP)
Volume
59
Issue
3
Pages
269–292
Publication date
9 March 2026
Language
EN