USING MAINSTREAM VIDEO GAMES AS A LEARNING AID FOR TEACHING/LEARNING ENGLISH AS A SECOND LANGUAGE

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The Library, University of Kelaniya, Sri Lanka.

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The pedagogical approaches of Teaching English as a Second Language is a dynamic field of research given the importance of English in education, employment and in other spheres of activity. One such pedagogical approach which is relevant to teaching English in the 21st century is Technology-enhanced Language Learning which encompasses a spectrum of digitally enhanced learning strategies. Among these strategies, the use of mainstream video games for teaching purposes can be identified as a novel approach with endless possibilities for language education. However, research on this topic is extremely limited. Thus, this study explores literature on the use of mainstream video games as a learning aid for teaching/ learning English as a Second Language. In terms of research design, the study is a desk research which adopts the approach of a narrative review. As such, the study reviewed 19 scholarly publications in line with the main aim of the study. Next, the data was analyzed thematically to identify how mainstream video games are defined in literature, the benefits and drawbacks of using mainstream video games for teaching/ learning English as a Second Language, and the learning theories which support the use of mainstream video games for teaching/learning English. The study found that even though theories on Critical Pedagogy, Multiple Intelligences, Language Acquisition and Motivation can be used to support the use for mainstream video games for teaching/ learning English as a Second Language, there are practical issues in adapting video games for teaching/ learning purposes. Thus, based on the review of literature, the study recommends further empirical research on the practical implications of adapting/ using mainstream video games for teaching/learning English as a Second Language especially in actual classroom contexts.

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Ekanayake, E. M. P. E. (2025). Using mainstream video games as a learning aid for teaching/learning English as a second language. Proceeding of the 3rd Desk Research Conference - DRC 2025. The Library, University of Kelaniya, Sri Lanka. (pp. 139-145).

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