Digital games
Abstract
Abstract This chapter provides an overview of research methods commonly employed in studies using digital games played both online and offline as tools to support second language (L2) learning and development. Researchers and practitioners have praised online games as rich sources of meaningful and engaging L2 input and interaction that have been shown to have positive effects on learning gains. This chapter provides a methodological review of the games used, common types of research questions asked, the dependent variables targeted, learner populations studied, and procedures followed within this targeted domain of computer-assisted language learning (CALL) research. The chapter concludes with a summary of the methodological challenges and issues in this domain while also providing recommendations for future research.
Fields of Study & Subjects
EFL/ESL Teaching and Learning
Educational Games and Gamification
Second Language Learning and Teaching
Publication details
- Journal / source
- Research methods in applied linguistics
- Pages
- 123–146
- Publication date
- 5 January 2026
- Language
- EN
- Document type
- Book chapter