Abstract
Despite the increased interest in the possibilities of digital games in second language education, their use in higher education is a relatively uncharted territory. This review was carried out to examine how digital game-based language learning is used, and what its effects are on language learners at tertiary level in English as a Foreign Language (EFL) contexts. Twenty-seven studies were short-listed from academic literature and were analysed for research methodology, theoretical frameworks, research foci, game types and specifications, research results, and pedagogical implications. The research revealed six types of digital games, each with its own affordances that could enhance language learning. It was also found that these games increased vocabulary uptake and long-term lexical retention, enhanced L2 reading and listening comprehension, fostered writing ability and communicative competence, and increased motivation and willingness to communicate in the L2. Therefore, it may be deduced that digital games can be employed as a beneficial tool for the development of L2 competence and for the enrichment of the language learning experience. Suggestions for further research and educational implications have been provided.
Publisher
European Institute of Knowledge and Innovation
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