Pedagogical Approaches to Digital Game-Based Language Learning and Teaching
摘要
Digital Game-Based Language Learning and Teaching (DGBLLT) transcends the traditional boundaries for formal language learning and teaching and has emerged as a dynamic approach to CALL. While games have always been used in language pedagogy, both vernacular (commercial entertainment) and serious (educational) video games have been used to foster language acquisition in formal instruction, and research shows that, especially when supplemented with teacher-designed pedagogical materials, gameplay can motivate learners and support language learning. This entry will detail basic concepts in game-enhanced L2 pedagogy—the use of commercial games for formal language learning and teaching (see the Encyclopedia section on DGBLLT for more on the use of non-commercial and bespoke games). The origins of game-enhanced pedagogy are then presented, followed by discussion of game-enhanced vocabulary, writing, reading, and speaking, as well as of specific pedagogical frameworks like Bridging Activities. The entry concludes with a brief discussion of research gaps and future directions.