There is ample evidence that technology-enhanced instruction could result in students� learning. With the advancement\nand ever-increasing growth of technology, the use of educational electronic games or computer games in education has\nappealed to both educators and students. Because of their potential to enhance students� interest, motivation and\ncreativity, computer games can be used to teach various skills and strategies to different types of students, particularly\nschoolchildren. These games have also made inroads into language learning classrooms as they provide language\nlearners with a rich learning context to engage in authentic and meaningful learning experiences. This paper reviews the\npotential of integrating computer games into second/foreign language syllabi and curricula by offering a synopsis of the\nassumptions, prior studies and theoretical background in support of these games in language education. At the end, the\npaper touches upon the role of teachers and the likely inhibiting factors affecting the integration of computer games into\nEnglish language programs.
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