Nowadays, English is a global language taught as a second language in most of non-English speaking countries. Over recent decades, Computer Assisted Language Learning CALL has evolved into solutions that allow a higher learner engagement in authentic active-based learning activities. In this context, the educational digital games, also known as Serious Games SG, allow learning English as a Second Language ESL in a playful and engaging environment. In this study, we develop a literature review on the current uses of SG in the context of CALL, in general, and ESL, specifically, in order to create a taxonomy of pedagogical uses of SG for ESL. The taxonomy could be of utility for teachers aiming to integrate SG in their ESL courses.
['Azeneth Patiño', 'Margarida Romero']
Identifying Pedagogical Uses of Serious Games for Learning English as a Second Language