Motivation and digital games for English as a second language learning

Caroline Chioquetta Lorenset


Digital games are already well established in our contemporary society as an entertainment industry, and are present in our daily lives as students, teachers, family members and players as well. In this article I present a brief overview of digital games as a field of study for learning English as a second language, emphasizing on its motivational aspects. Digital games can be highly motivational for the learning of English as a second language since it unites fun, entertainment and situated learning. As a conclusion, digital games can be seen as beneficial, since it can be seen as complementary to school curricula, either inside the classrooms or as extra class activities, since it offers interaction with other players, a new virtual life and contextual learning.

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Digital Games; English as a Second Language; Motivation; CALL

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ISSN 2317-0239 (Eletrônico)

Licença Creative Commons

Esta obra está licenciada com uma Licença Creative Commons Atribuição 4.0 Internacional.