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G|A|M|E – The Italian Journal of Game Studies
The work argues computer games should not be seen as a supplementary classroom gimmick. It proposes an integrated "ludic methodology" that is playful, learner-centred, multi-sensory, and culturally sensitive.
Computer games for language education, as this work argues, should be treated not as a supplementary classroom gimmick but as a genuine approach to learning a foreign language. The author contends that traditional edutainment, once the dominant form of educational gaming, has declined commercially, with U.S. revenue falling from $495.8 million in 2000 to $152 million in 2004, and that its reliance on behaviourist, drill-and-practice methods has failed to produce meaningful language acquisition. In its place, the work proposes an integrated, socio-cultural and constructionist framework, which it calls a "ludic methodology," in which learning is playful, learner-centred, multi-sensory, and culturally sensitive.
Central to this framework is a reconceived role for the teacher as an "edurector," a facilitator and director of learning rather than a transmitter of knowledge. The author's case rests largely on anecdotal experience with a commercial game, through which the work illustrates how poor cultural and linguistic translation can erode a game's educational value. Such examples are offered as evidence rather than as systematic study, and the claims are therefore best read as argued positions instead of empirically established findings.
The work's practical recommendations hold that a game's value depends on its genre, its communicative functions, and the cultural authenticity it provides. Games are most effective as a motivational and reinforcement phase within a broader learning unit, with exploration and cultural immersion identified as key sources of motivation. The author cautions that many amateur efforts have failed by relying too heavily on games' inherent appeal. Successful integration, the work concludes, requires a blend of classroom and home learning settings and dedicated teacher training to prepare educators for the edurector role.
The scope of the work is primarily conceptual and theoretical, drawing on academic literature in game design, language teaching, and educational technology, along with industry sources such as the ESA's 2010 report on video games in the twenty-first century. Its concrete commercial data concerns the U.S. market in the early 2000s, while its pedagogical arguments are framed more broadly. Its final section consists of bibliographic and ludographic references, including titles such as Math Blaster, The Oregon Trail, and DARWARS Tactical Language.
European Conference on Games Based Learning (ECGBL) · 2026