Inclusive language education and digital games: A literature review and EFL students' perceptions

Ali SOYOOF, Boris VAZQUEZ-CALVO, Katherine Frances MCLAY

Research output: Chapter in Book/Report/Conference proceedingChapters

1 Citation (Scopus)

Abstract

Digital technologies play a significant role in language education. One of the most well-received technologies by language learners is digital games. These games facilitate connections between diverse language learners regardless of age, gender, sociocultural and educational background, and diversity. Since the concept of inclusive education is gaining momentum, the popularity of digital games presents new possibilities for inclusive practices in language learning. In research for this chapter, semi-structured interviews were conducted with 8 EFL students who had extensive experience playing video games. The objective was to discover whether digital games had the potential to drive inclusive language education forward and how this could be done. Student insights into the value of playing video games are presented based on interview data that were analyzed thematically. Finally, the implications and suggestions to use digital games for inclusive language education are discussed. Copyright © 2022 IGI Global.

Original languageEnglish
Title of host publicationResearch anthology on developments in gamification and game-based learning
Place of PublicationUSA
PublisherIGI Global
Pages1920-1937
ISBN (Electronic)9781668437117
ISBN (Print)9781668437100
DOIs
Publication statusPublished - 2022

Citation

Soyoof, A., Vazquez-Calvo, B., & McLay, K. F. (2022). Inclusive language education and digital games: A literature review and EFL students' perceptions. In Research anthology on developments in gamification and game-based learning (pp. 1920-1937). IGI Global. https://doi.org/10.4018/978-1-6684-3710-0.ch092

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