Inclusive Language Education and Digital Games: A Literature Review and EFL Students' Perceptions

  1. Ali Soyoof 1
  2. Boris Vazquez-Calvo
  3. Katherine Frances McLay 2
  1. 1 Monash University
    info
    Monash University

    Melbourne, Australia

    ROR https://ror.org/02bfwt286

    Localización geográfica de la organización Monash University
  2. 2 University of Queensland
    info
    University of Queensland

    Brisbane, Australia

    ROR https://ror.org/00rqy9422

    Localización geográfica de la organización University of Queensland
Libro:
Inclusive Theory and Practice in Special Education
  1. Henriette van Rensburg (ed. lit.)
  2. Shirley O'Neill (ed. lit.)

Editorial: IGI Global

ISBN: 9781799829010 9781799829027

Año de publicación: 2020

Páginas: 156-173

Tipo: Capítulo de Libro

Objetivos de desarrollo sostenible

Resumen

Digital technologies play a significant role in language education. One of the most well-received technologies by language learners is digital games. These games facilitate connections between diverse language learners regardless of age, gender, sociocultural and educational background, and diversity. Since the concept of inclusive education is gaining momentum, the popularity of digital games presents new possibilities for inclusive practices in language learning. In research for this chapter, semi-structured interviews were conducted with 8 EFL students who had extensive experience playing video games. The objective was to discover whether digital games had the potential to drive inclusive language education forward and how this could be done. Student insights into the value of playing video games are presented based on interview data that were analyzed thematically. Finally, the implications and suggestions to use digital games for inclusive language education are discussed.