This synthesis dives into the world of digital games, how games can benefit language development and be used as an alternative way of teaching young second language learners through digital games. How does digital games benefit second language learners? This synthesis is based on digital gaming and the different language theories that connect to what gaming is, how it can be used in classrooms and how it can benefit young second language learners. With different features in digital gaming and learning theories discussed in this synthesis it will discover positive and negative effects with using digital games as a learning tool. Although, gaming is still relatively new to the world, more studies are focusing on digital gaming as a sole purpo...
Considerable changes have occurred in language learning with the introduction of gameful approaches ...
Digital games play a significant role in the life of the new generation. Although there are many cri...
Despite the increased interest in the possibilities of digital games in second language education, t...
The purpose of this paper was to review research within the field of digital games and language lear...
With this survey paper we have contrasted and summarized research on digital games and language lear...
The purpose of this study was to investigate language learning through the use of interactive games....
English is a part of our lives from an early age, and it is important that pupils engage themselves ...
Digital game-based learning (DGBL) is widely used for the aim of achieving anticipated learning outc...
Digital games have become increasingly important in the lives of the younger generation and technolo...
Realizing the trending topic of digital game-based language learning (DGBLL), researchers have to da...
In the current study, we synthesize recent research on digital game-based learning and itspotential ...
Contemporary language teaching can turn to a tool provided by the development of digital technologie...
Digital technologies play a significant role in language education. One of the most well-received te...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
In an ever more digitalised society, there is a growing interest in digital pedagogic aids and a gro...
Considerable changes have occurred in language learning with the introduction of gameful approaches ...
Digital games play a significant role in the life of the new generation. Although there are many cri...
Despite the increased interest in the possibilities of digital games in second language education, t...
The purpose of this paper was to review research within the field of digital games and language lear...
With this survey paper we have contrasted and summarized research on digital games and language lear...
The purpose of this study was to investigate language learning through the use of interactive games....
English is a part of our lives from an early age, and it is important that pupils engage themselves ...
Digital game-based learning (DGBL) is widely used for the aim of achieving anticipated learning outc...
Digital games have become increasingly important in the lives of the younger generation and technolo...
Realizing the trending topic of digital game-based language learning (DGBLL), researchers have to da...
In the current study, we synthesize recent research on digital game-based learning and itspotential ...
Contemporary language teaching can turn to a tool provided by the development of digital technologie...
Digital technologies play a significant role in language education. One of the most well-received te...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
In an ever more digitalised society, there is a growing interest in digital pedagogic aids and a gro...
Considerable changes have occurred in language learning with the introduction of gameful approaches ...
Digital games play a significant role in the life of the new generation. Although there are many cri...
Despite the increased interest in the possibilities of digital games in second language education, t...