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Digital Games and Pragmatics Learning

Bibliographic Data

ID23631648
AuthorsXiaofei Tang (0000-0001-5742-016X, corresponding author)
Year2023
Pages1-6
Publication date2023-06-27
Peer ReviewedYes
Open AccessYes
TypeCHAPTER
VenueEncyclopedia of Applied Linguistics (SOURCE_BOOK)
PublisherWiley (PUBLISHER • GB)
DOI10.1002/9781405198431.wbeal20078
OpenAlexW4382247517
ISBN9781405198431
LanguageEN
References cited14

As a type of computer‐assisted learning program, digital games have been shown as a promising platform for second language learning. Researchers have advocated for the potential benefits of games for pragmatics learning because games can immerse learners in a variety of social contexts. Although small in volume, emerging research has examined the use of digital games and gamelike virtual environments in facilitating second language pragmatics learning. This entry presents an overview of the usability, benefits, and challenges of using digital games in second language pragmatics learning based on findings from empirical research.

Empirical research · Human–computer interaction · Language acquisition · Linguistics · Mathematics education · Multimedia · Pragmatics · Usability · Variety (cybernetics) · Artificial Intelligence · Computer Science · EFL/ESL Teaching and Learning · Language, Metaphor, and Cognition · Psychology · Second Language Acquisition and Learning

  • Digital game-based learning

    Open Access•Marc Prensky•Computers in entertainment•2003

  • Digital Game‐Based Learning of Formulaic Expressions in Second Language Chinese

    Open Access•Xiaofei Tang, Naoko Taguchi•Modern Language Journal•2021

  • Learning Chinese Formulaic Expressions in a Scenario‐Based Interactive Environment

    Open Access•Naoko Taguchi, Qiong Li et al.•Foreign Language Annals•2017

Citation velocityhistorical
Highly citedNo

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