ABSTRACT

Given the recent emphasis on active and autonomous learning, as well as situated learning, in education, digital games have gained growing attention among educators, including educators of young learners (aged 5–15) of second and foreign languages (L2/FL). The aim of this chapter is to provide L2/FL educators and researchers with an overview of how digital games, as a type of task, can be and have been used as educational tools by examining major studies conducted in L2/FL learning as well as other educational settings. The review indicates that digital games have great potential for enhancing young learners’ L2/FL learning and motivation, and that teachers play a crucial role in the process of identifying best practices when using digital games. However, there is a need for much more information on how to design and implement digital games inside and outside of classroom instruction in order to maximise their effects. The chapter also addresses potential challenges, especially when digital games are used with young language learners.