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Serious Games for Global Education

Digital Game-Based Learning in the English as a Foreign Language (EFL) Classroom


Claudia Müller

In the last few years, global education has become a key concept within the TEFL domain, suggesting competences, topics, and methods that enable students to become responsible and knowledgeable participants in a globalized world. With the help of a triangulated blended learning study conducted in five different middle school EFL classes, and an additional small group study, the author investigates the potential of digital games that have an educational purpose, so called serious games, for global education when used in EFL scenarios. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.

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List of Tables


Table 1: Factors to consider when evaluating digital game-based learning

Table 2: Arjun Appadurai’s scapes, graphically adapted by David Block (2008, p. 33)

Table 3: Juxtaposing intercultural learning and global learning, graphically adapted Claudia Müller

Table 4: Global Education competences appropriated to FL education (KMK/BMZ, 2015, p. 170–171)

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