The use of video games in vocabulary acquisition: a short narrative review
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Abstract
In the last few years, video games have started to become educational tools, particularly in language learning. Nevertheless, the usefulness of this method is often questioned. This article critically addresses their potential and effectiveness, focusing specifically on their ability to facilitate vocabulary learning with an emphasis on the teaching of English as a second language. Through a detailed analysis of a sample of the existing literature, we explore both the substantial benefits and limitations inherent to the use of video games in diverse educational contexts. This analysis goes beyond a simple assessment of their utility, highlighting the ability of video games to generate interactive and emotional immersion. However, our review also addresses the associated complexities, from digital barriers to challenges in cultural adaptation. We acknowledge these limitations and use them to provide and suggest directions for future research in the field of video game-based education, including the long-term persistence of the acquired knowledge, the creation of inclusive video games, and the exploration of music as a facilitator of vocabulary learning.
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