Neville, D.O., Shelton, B.E. and McInnis, B. (2009) Cybertext Redux: Using Digital Game-Based Learning to Teach L2 Vocabulary, Reading, and Culture. Computer Assisted Language Learning, 22, 409-424. http://dx.doi.org/10.1080/09588220903345168
AUTHORS: Anastassiya Yudintseva
ABSTRACT: The purpose of the present paper is to identify trends in the digital game-based second language learning research by synthesizing findings according to game types and genres, and their effect on reading, writing, speaking, listening skills, and vocabulary outcomes. A total of 26 studies were synthesized. The synthesis concludes that overall, both commercial and serious games and synthetic immersive environments have positive effects on learning outcomes, especially vocabulary. At the same time, the effectiveness of one game type or genre may depend on learners’ gender, second language proficiency, gaming experience, and specific educational objectives. Traditional drill-and-practice may be more effective for vocabulary consolidation than some commercial games. Some learners may still prefer conventional instructions. Recommendations for further research are discussed.