Digital Games and Pragmatics Learning
Bibliographic Data
| ID | 23631648 |
|---|---|
| Authors | Xiaofei Tang (0000-0001-5742-016X, corresponding author) |
| Year | 2023 |
| Pages | 1-6 |
| Publication date | 2023-06-27 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | CHAPTER |
| Venue | Encyclopedia of Applied Linguistics (SOURCE_BOOK) |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1002/9781405198431.wbeal20078 |
| OpenAlex | W4382247517 |
| ISBN | 9781405198431 |
| Language | EN |
| References cited | 14 |
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
| Citation velocity | historical |
|---|---|
| Highly cited | No |