Rethinking foreign language learning within the context of digital game-based learning applications
| dc.contributor.author | Doğan, Yunus | |
| dc.contributor.author | Batdi, Hacer | |
| dc.contributor.author | Güngör, Okan | |
| dc.contributor.author | Bağçeci, Birsen | |
| dc.date.accessioned | 2026-08-12T16:16:26Z | |
| dc.date.issued | 2025 | |
| dc.department | Fırat Üniversitesi | |
| dc.description.abstract | The integration of digital games in education has gained significant attention in recent years, particularly in the context of foreign language teaching. This article explores the multifaceted role of digital game-based learning (DGBL) in language education, aiming to elucidate various aspects of this innovative pedagogical approach. The first objective is to provide an overview of the role of games in education, highlighting their potential to enhance engagement and motivation among learners. The second objective is to define digital game-based education and its key components, distinguishing it from traditional educational methods. The third objective is to examine the specific applications of digital games in foreign language teaching, identifying how these tools can facilitate language acquisition. This includes a review of popular digital games used in language education, analyzing their design and educational value. The article also addresses the fifth objective by evaluating the strengths and weaknesses of DGBL, considering factors such as engagement, retention, and the cognitive load imposed on learners. Additionally, the sixth objective focuses on understanding the attitudes of teachers, students, and parents towards the use of digital games in language learning. Through a survey of the existing research, the article uncovers the perceived benefits and challenges from these stakeholders' perspectives. The seventh objective involves synthesizing the findings from recent studies on DGBL, providing insights into the effectiveness and outcomes of this approach in language education. Finally, the article discusses the specific language skills targeted by digital games, such as vocabulary acquisition, listening comprehension, and speaking proficiency. By addressing these objectives, this article aims to offer a comprehensive understanding of the potential and limitations of digital game-based foreign language teaching, contributing to the ongoing discourse on innovative educational practices. © 2025 Nova Science Publishers, Inc. All rights reserved. | |
| dc.identifier.endpage | 59 | |
| dc.identifier.isbn | 979-889530411-2 | |
| dc.identifier.isbn | 979-889530388-7 | |
| dc.identifier.scopus | 2-s2.0-86000197641 | |
| dc.identifier.scopusquality | N/A | |
| dc.identifier.startpage | 37 | |
| dc.identifier.uri | https://hdl.handle.net/11508/44253 | |
| dc.indekslendigikaynak | Scopus | |
| dc.language.iso | en | |
| dc.publisher | Nova Science Publishers Inc. | |
| dc.relation.ispartof | Educational Games: Enhancing Learning Through Interactive Experiences | |
| dc.relation.publicationcategory | Kitap Bölümü - Uluslararası | |
| dc.rights | info:eu-repo/semantics/closedAccess | |
| dc.snmz | KA_Scopus_20260511 | |
| dc.subject | Digital game-based language learning; Digital games; Foreign language learning | |
| dc.title | Rethinking foreign language learning within the context of digital game-based learning applications | |
| dc.type | Book Chapter |







