Digital games

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Authors: Frederick Justin Poole, Daniel H. Dixon
Cited by: 0
References: 54

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