Research Highlights in Game-Based Language Learning

Game-based learning offers a powerful way to engage learners across learning contexts, and especially world language learning contexts. Games naturally support authentic, meaningful language use by giving learners agency, purpose, and social interaction. Research shows that games boost engagement, collaboration, and long-term learning. In short, integrating more game-based learning can help teachers transform limited tools into rich, task-centered experiences that better align with contemporary L2 teaching goals. Read more about what we know as to how game-based learning improves learning outcomes.

Citations and Sources

Parts of this section are based on a forthcoming chapter on game-based learning and teacher training to appear in the 'Advances in CALL Research and Practice',a book series which is published in partnership between the Computer Assisted Language Instruction Consortium (CALICO) and University of Toronto Press. For more information, and for the full citations of sources listed, please see the complete list below. If you have any questions, please Contact Us

Aarseth 1997 – Cybertext
Aarseth, Johan. 1997. Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press.
Aarseth 2014 – Ludology
Aarseth, Johan. 2014. “Ludology.” In The Routledge Companion to Video Games, edited by Matthew J. P. Wolf and Bonnie Perron, 185–189. New York: Routledge.
Aarseth 2019 – Game Studies Tips
Aarseth, Johan. 2019. “Game Studies: How to Play-Ten Play-Tips for the Aspiring Game-Studies Scholar.” Game Studies 19 (2). http://gamestudies.org/1902/articles/howtoplay.
Abdullah & Al-Battal 2010 – Arabic Teachers
Abdullah, Mohammad, and Mahmoud Al-Battal. 2010. “College-Level Teachers of Arabic in the United States: A Survey of Their Professional and Institutional Profiles and Attitudes.” Al-’Arabiyya 44–45: 1–28.
Almache Granda et al. 2020 – Gamifying Assessment
Almache Granda, Gabriela Katherine, Julio Ernesto Mora Aristega, Erika Paola Garcia Leon, y Mary Thalia Cifuentes Rojas. 2020. “Gamifying Formative Assessment to Improve Speaking Accuracy and Motivation in EFL Learners.” Journal of Science and Research 5 (CININGEC): 562–77. https://revistas.utb.edu.ec/index.php/sr/article/view/993.
Amer 2021 – Tutoring & Learning Gains
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Annetta et al. 2009 – Games & Genetics
Annetta, Leonard, James Minogue, Shawn Holmes, and Meng-Tzu Cheng. 2009. “Investigating the Impact of Video Games on High School Students’ Engagement and Learning about Genetics.” Computers & Education 53: 74–85. https://doi.org/10.1016/j.compedu.2008.12.020.
Araújo & Carvalho 2022 – Gamification Enablers
Araújo, Inês, and Ana Amélia Carvalho. 2022. “Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers.” Education Sciences 12 (3): 1–13. doi:10.3390/educsci12030191.
Barab 2007 – Consequential Play
Barab, Sasha. 2007. “Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play.” Journal of Science Education and Technology 16 (1): 59–82.
Belda-Medina & Calvo-Ferrer 2022 – Preservice Teachers
Belda-Medina, Jose, and José Ramón Calvo-Ferrer. 2022. “Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning.” Education Sciences 12, no. 182. https://doi.org/10.3390/educsci12030182.
Blume 2019 – Games People (Don’t) Play
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Bódi 2022 – Videogames and Agency
Bódi, Betina. 2022. Videogames and Agency (1st ed.). Routledge. https://doi.org/10.4324/9781003298786
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Boudadi & Gutiérrez-Colón 2020 – Gamification Review
Boudadi, Nadia, and Mar Gutiérrez-Colón. 2020. “Effect of Gamification on Students’ Motivation and Learning Achievement in Second Language Acquisition within Higher Education: A Literature Review (2011–2019).” The EUROCALL Review 28 (1): 57–69.
Brackett 2024 – Tech Integration Barriers
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Brock & Fraser 2018 – Gaming as Craft
Brock, Tom, and Emma Fraser. 2018. “Is Computer Gaming a Craft? Prehension, Practice and Puzzle‐Solving in Gaming Labour.” Information, Communication & Society 21 (9): 1219–1233. https://doi.org/10.1080/1369118X.2018.1468920.
Burke 2014 – Gamify
Burke, Biran. 2014. Gamify: How Gamification Motivates People to Do Extraordinary Things. Stamford, CT: Gartner, Inc.
Cancino Avila & Castillo Fonseca 2022 – L2 Vocabulary
Cancino Avila, M. O., and G. Castillo Fonseca. 2022. “Gamification: How does it impact L2 vocabulary learning and engagement?” Electronic Journal of Foreign Language Teaching [e-FLT] 18 (2): 156–171. https://doi.org/10.56040/ghcc1824
Cebrián de la Serna et al. 2025 – Rúbricas Gamificadas
Cebrián de la Serna, Manuel, Manuela Raposo-Rivas, Violeta Cebrián Robles, and José Antonio Sarmiento-Campos. 2025. “Impacto de Las Rúbricas Gamificadas En La Formación Docente.” Educación XX1 28 (1): 313–36. doi:10.5944/educxx1.39457.
Charles et al. 2009 – Game-Inspired Tool Support
Charles, Marie-Thérèse, David Bustard, and Michaela Black. 2009. “Game-Inspired Tool Support for E-Learning Processes.” Electronic Journal of e-Learning 7 (2): 101–110.
Chen et al. 2012 – Adventure Games for Language
Chen, H. H.-J., M.-P. Chen, N.-S. Chen, and C. Yang. 2012. “Pre-Service Teachers’ Views on Using Adventure Video Games for Language Learning.” In Proceedings of the 6th European Conference on Games Based Learning, Cork, Ireland, October 4–5, 2012, 125–130.
Chiu et al. 2012 – DGBL Meta-Analysis
Chiu, Yi-hui, Chian-wen Kao, and Barry Lee Reynolds. 2012. “The Relative Effectiveness of Digital Game-Based Learning Types in English as a Foreign Language Setting: A Meta-Analysis.” British Journal of Educational Technology 43: E104–E107. https://doi.org/10.1111/j.1467-8535.2012.01295.x.
Clark et al. 2016 – Digital Games & Learning
Clark, Douglas B., Emily E. Tanner-Smith, and Stephen S. Killingsworth. 2016. “Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis.” Review of Educational Research 86 (1): 79–122.
Domsch 2013 – Storyplaying
Domsch, Sebastian. 2013. Storyplaying: Agency and Narrative in Video Games. Berlin: De Gruyter.
Duncan 2011 – Minecraft
Duncan, Sean C. 2011. “Minecraft, Beyond Construction and Survival.” Games and Culture 6 (1): 11–37.
Eskelinen 2001 – The Gaming Situation
Eskelinen, Markku. 2001a. “The Gaming Situation.” Game Studies 1 (1). Retrieved from http://www.gamestudies.org/0101/eskelinen/.
Eskelinen 2012 – Cybertext Poetics
Eskelinen, Markku. 2012. Cybertext Poetics: The Critical Landscape of New Media Literary Theory. London: Bloomsbury.
Fissore et al. 2023 – Designing Gamification
Fissore, Cecilia, Valeria Fradiante, Marina Marchisio, and Claudio Pardini. 2023. “Teachers’ Strategies and Difficulties in Designing Gamification Activities.” IADIS International Journal on WWW/Internet 21 (2): 86–100. https://research.ebsco.com/linkprocessor/plink?id=9e6a9f5b-3fd9-3346-925c-bf7911c893fe
Føreland & Äärelä-Vihriälä 2024 – Minecraft in Sámi Education
Føreland, Line Reichelt, and Rauni Äärelä-Vihriälä. 2024. “Exploring the Use of Minecraft in Sámi Teacher Education.” Genealogy 8 (2): 59. doi:10.3390/genealogy8020059.
Frasca 1999 – Ludology Meets Narratology
Frasca, Gonzalo. 1999. “Ludology Meets Narratology: Similitude and Differences between (Video)Games and Narrative.” Ludology. Retrieved from https://ludology.typepad.com/weblog/articles/ludology.htm.
Frasca 2003 – Ludologists Love Stories
Frasca, Gonzalo. 2003. “Ludologists Love Stories, Too: Notes from a Debate That Never Took Place.” In DiGRA’03 – Proceedings of the 2003 DiGRA International Conference: Level Up. Retrieved from http://www.digra.org/digital-library/publications/ludologists-love-stories-too-notes-from-a-debate-that-never-took-place/.
Frasca 2007 – Play the Message
Frasca, Gonzalo. 2007. Play the Message: Play, Game, and Video Game Rhetoric (PhD diss., IT University Copenhagen).
Fredricks et al. 2004 – School Engagement
Fredricks, Jennifer A., Phyllis C. Blumenfeld, and Alison H. Paris. 2004. “School Engagement: Potential of the Concept, State of the Evidence.” Review of Educational Research 74 (1): 59–109.
Gee & Hayes 2011 – Language & Learning
Gee, James Paul, and Elisabeth R. Hayes. 2011. Language and Learning in the Digital Age. New York: Routledge. https://doi.org/10.4324/9780203830918
Gee 2003 – What Video Games Teach
Gee, James Paul. 2003. What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan.
Gee 2008 – Learning and Games
Gee, James Paul. 2008. “Learning and Games.” In The Ecology of Games: Connecting Youth, Games, and Learning, edited by Katie Salen, 21–40. Cambridge, MA: MIT Press.
Hokanson 2014 – Rich Remote Learning
Hokanson, Brad. 2014. “Rich Remote Learning and Cognition: Analog Methods as Models for Newer Technology.” In The New Landscape of Mobile Learning, 14. New York: Routledge.
Hunicke et al. 2004 – MDA
Hunicke, Robin, Marc LeBlanc, and Robert Zubek. 2004. “MDA: A Formal Approach to Game Design and Game Research.” In Proceedings of the AAAI Workshop on Challenges in Game AI, San Jose, CA: AAAI Press. https://www.cs.northwestern.edu/~hunicke/MDA.pdf.
Jenkins & Squire 2004 – Games in Education
Jenkins, Henry, and Kurt Squire. 2004. “Harnessing the Power of Games in Education.” Insight 3 (1): 5–33.
Johnson et al. 2016 – Tech Challenges
Johnson, Amy M., Matthew E. Jacovina, Devin G. Russell, and Christian M. Soto. 2016. “Challenges and Solutions When Using Technologies in the Classroom.” In Adaptive Educational Technologies for Literacy Instruction, edited by Susan A. Crossley and Deborah S. McNamara, 13–29. New York: Taylor & Francis.
Juul 2005 – Half-Real
Juul, Jesper. 2005. Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press.
Kaimara et al. 2021 – Barriers to DGBL
Kaimara, Panagiota, Evangelia Fokides, Angeliki Oikonomou, and Ioannis Deliyannis. 2021. “Potential Barriers to the Implementation of Digital Game-Based Learning in the Classroom: Pre-service Teachers’ Views.” Technology, Knowledge and Learning 26: 825–844. https://doi.org/10.1007/s10758-021-09512-7
Khazaal 2010 – Arab Studies & Technology
Khazaal, Natalie. 2010. “Arab Studies and the Mi’raj of Post-ACTFL Technologies.” Al-’Arabiyya 44–45: 1–28.
Kruk 2017 – Second Life
Kruk, Mariusz. 2017. “Prospective Teachers’ Experiences in Using Second Life for Learning and Teaching English.” Teaching English with Technology 17 (2): 73–88.
Kunnas et al. 2024 – Drama & FSL Confidence
Kunnas, Marika, Gail Prasad, Taylor Boreland, and Shayna Brissett-Foster. 2024. “Building French-as-a-Second-Language Teacher Candidates’ Linguistic Confidence through Drama-Based Activities.” Canadian Modern Language Review 80 (3): 224–47. https://doi.org/10.3138/cmlr-2023-0068
Kuru Gönen 2019 – Technology Integration
Kuru Gönen, S. İ. 2019. “A Qualitative Study on a Situated Experience of Technology Integration: Reflections from Pre-Service Teachers and Students.” Computer Assisted Language Learning 32 (3): 163–189. https://doi.org/10.1080/09588221.2018.1557693
LAM 2014 – Gamification in Macau
LAM, Sze Lui. 2014. “Use of Gamification in Vocabulary Learning: A Case Study in Macau.” In 4th CELC Symposium Proceedings, 90–97.
Li et al. 2021 – Flow in DGBL
Li, Rui, Zhaokun Meng, Mi Tian, Zhiyi Zhang, and Wei Xiao. 2021. “Modeling Chinese EFL Learners’ Flow Experiences in Digital Game-Based Vocabulary Learning: The Roles of Learner and Contextual Factors.” Computer Assisted Language Learning 34 (4): 483–505.
Livingstone & Sefton-Green 2016 – The Class
Livingstone, Sonia, and Julian Sefton-Green. 2016. The Class: Living and Learning in the Digital Age. New York: NYU Press.
Loftus & Loftus 1984 – Mind at Play
Loftus, Geoffrey R., and Elizabeth F. Loftus. 1984. Mind at Play: The Psychology of Video Games. New York: Basic Books.
Lusin et al. 2023 – Language Enrollments
Lusin, Natalia, Terri Peterson, Christine Sulewski, and Rizwana Zafer. 2023. “Enrollments in Languages Other Than English in U.S. Institutions of Higher Education, Fall 2021.” Modern Language Association.
Munday 2016 – Duolingo in Class
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Mundie & Hooper 2014 – Connected Mobile Learning
Mundie, James, and Simon Hooper. 2014. “Considering the Potential of Connected Mobile Learning.” In The New Landscape of Mobile Learning: Redesigning Education in an App-Based World, edited by Christopher Miller and Ann Doering, 22–34. New York: Routledge.
Murray 1997 – Hamlet on the Holodeck
Murray, Janet. 1997. Hamlet on the Holodeck. Cambridge, MA: MIT Press.
Plass et al. 2015 – Game-Based Learning
Plass, Jan L., Bruce D. Homer, and Charles K. Kinzer. 2015. “Foundations of Game-Based Learning.” Educational Psychologist 50 (4): 258–283.
Prensky 2005 – DGBL Overview
Prensky, Marc. 2005. “Computer Games and Learning: Digital Game-Based Learning.” In Handbook of Computer Game Studies, edited by Jeroen Raessens and Jan Goldstein, 97–122. Cambridge, MA: MIT Press.
Prensky 2007 – Digital Game-Based Learning
Prensky, Marc. 2007. Digital Game-Based Learning. New York: Paragon House.
Rapeepisarn et al. 2008 – Game Genres & Styles
Rapeepisarn, Kowit, Kok Wai Wong, Chun Che Fung, and Myint Swe Khine. 2008. “The Relationship between Game Genres, Learning Techniques, and Learning Styles in Educational Computer Games.” In Edutainment. Retrieved from https://link.springer.com/chapter/10.1007/978-3-540-69736-7_53.
Reinders & Wattana 2012 – Talk to Me!
Reinders, Hayo, and Sorada Wattana. 2012. “Talk to Me! Games and Students’ Willingness to Communicate.” In Digital Games in Language Learning and Teaching, 156–188. New York: Palgrave Macmillan.
Reinhardt & Sykes 2012 – Game-Mediated L2
Reinhardt, Jonathon, and Julie Sykes. 2012. “Conceptualizing Digital Game-Mediated L2 Learning and Pedagogy: Game-Enhanced and Game-Based Research and Practice.” In Digital Games in Language Learning and Teaching, edited by Hayo Reinders, 32–49. New York: Palgrave Macmillan.
Reinhardt 2018 – Gameful L2 Teaching
Reinhardt, Jonathon. 2018. Gameful Second and Foreign Language Teaching and Learning: Theory, Research, and Practice. Cham: Springer.
Ryan et al. 2006 – Motivational Pull
Ryan, Richard M., C. Scott Rigby, and Andrew Przybylski. 2006. “The Motivational Pull of Video Games: A Self-Determination Theory Approach.” Motivation and Emotion 30 (4): 344–360.
Selwyn 2016 – Education and Technology
Selwyn, Neil. 2016. Education and Technology: Key Issues and Debates. New York: Bloomsbury Publishing.
Sundqvist & Wikström 2015 – Out-of-School Gameplay
Sundqvist, Pia, and Peter Wikström. 2015. “Out-of-School Digital Gameplay and In-School L2 English Vocabulary Outcomes.” System 51 (31 July): 65–76 (approx.). doi:10.1016/j.system.2015.04.001.
Shaffer 2006 – How Games Help Children Learn
Shaffer, David W. 2006. How Computer Games Help Children Learn. New York: Palgrave Macmillan.
Valja 2022 – Games in Finnish Art Curriculum
Valja, Heikka. 2022. “Games in the Finnish Art Teachers’ Curriculum.” International Journal of Education through Art 18 (2): 191–207. doi:10.1386/eta_00094_1.