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It argues that these serious games can raise student motivation by offering engaging practice beyond traditional paper workbooks, aligning with earlier use of supportive learning materials and e-workbooks. The review targets educators and language-teaching material publishers.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/storyline-based-videogames-in-the-fl-classroom-a-literature-review/600767/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/storyline-based-videogames-in-the-fl-classroom-a-literature-review/600767.png","ImageObject",300,407,{"name":92,"@type":93},"dhado","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-11-01","2026-10-15",true,{"@type":102,"interactionType":103,"userInteractionCount":24},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What is the main focus of the paper?","Question",{"text":112,"@type":113},"The paper focuses on how storyline-based videogames can be used in FL classrooms to improve learning and communication through interactive tasks.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How does the paper relate videogames to traditional workbook approaches?",{"text":117,"@type":113},"It suggests that videogames based on storylines can be applied similarly to how traditional workbooks and e-workbooks have been used for years as supportive learning materials.",{"name":119,"@type":110,"acceptedAnswer":120},"What does the paper say about students’ motivation with digital reading materials?",{"text":121,"@type":113},"It reviews studies comparing e-books and paper books, noting mixed or neutral results and suggesting differences may depend on age and perceived novelty.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},600767,1792230576,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":24,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":144,"read_time":145},5909893218464,"https://ap-avatar.wpscdn.com/davatar_085a072bc5b1113ac321206ff7593b45","Storyline-Based Videogames in the FL Classroom  \nStoryline-Based Videogames in the FL Classroom  \nRicardo Casañ-Pitarch  \n[casanr@uji.es](casanr@uji.es)  \nUniversitat Jaume I, España  \nAbstract  \nThe use of videogames in the foreign language (FL) classroom seems to be gradually increasing nowadays . TICs are making the lives of educators easier and their teaching methods more effective; these positive experiences make that researchers in this field are constantly introducing and developing new teaching methods and electronic applications . This paper explores the use of storyline-based videogames in the FL classroom in order to enhance students’ learning process and their communication outcomes through interactive and engaging tasks that may raise their motivation . This paper is a literature review which concerns the use of supportive material in the field of foreign language learning and it suggests that videogames based on story-lines may be applied in the same way that traditional workbooks and e-workbooks have been used for several years . This proposal is addressed to teaching professionals interested in the use of videogames as well as to editorials of language teaching materials.  \nKeywords  \nVideogames; Storylines; Language learning; TIC; Serious games  \nR. Casañ-Pitarch  \nDigital Education Review-Number 31, June 2017-[http://greav.ub.edu/der/](http://greav.ub.edu/der/)  \nI. Introduction  \nThe end of the XX century and the beginning of the XXI will probably be remembered in a near future as the transition period between the paper and the digital eras . During these twenty five years, almost all the paper-like material has been transferred to digital format. The field of education has witnessed how course books and workbooks have evolved to e-coursebooks and eworkbooks, which are more accessible, cheaper, portable, easy to store, contain audio and video and are also environment-friendly. This revolutionary process of digitalization has brought in use newer possibilities and applications, whereas some traditional ideas of education have consequently changed a great deal during this relatively short period. One of these newer application and functions is the application of serious videogames . Different authors consider them a valuable resource for educational purposes and some have recommended their use in the classroom or out of it as a way of reinforcing the acquisition of both content and language (Cornillie, Thorne & Desmet, 2012; Gee, 2005; Peterson, 2010; Reinders, 2012) . This paper introduces a bibliographical review on the use of videogames in the field of foreign language learning and suggests that longitudinal gamified teaching materials based on storylines and played through tailored-designed videogames can raise students’ interest and motivation in foreign language learning.  \nII. State of the Art  \nThe use of teaching workbooks in the subject of foreign languages was widely spread during the XX century and they have continued being in use at all educational levels in the present despite their format has often been digitalized. Regardless of their format, workbooks are used with the aim of providing students with further activities and exercises . This extra practice can be done in class during the school sessions or at home as part of their homework. In any of these contexts, the use of workbooks corresponds to the processing stage in which, according to Krashen (1982), students organize, store, and assimilate the input received. This stage was also known as the silent period in which students concentrate and practice repetitively in order to acquire the new information (Krashen, 1977) . In this sense, it is noticeable that technology has enhanced education by increasing the amount of opportunities to practice at home through digital materials which include media resources . Thus, the benefits of educational e-coursebooks and e-workbooks can be measured and acknowledged in terms of quality and quantity.  \n","cbCaiieO4tYScCGH","https://ap.wps.com/l/cbCaiieO4tYScCGH","pdf",374870,13,"English","# Introduction\n## Transition to digital educational materials\n## Serious videogames in FL learning\n# State of the Art\n## Workbook-based practice in foreign languages\n## Motivation effects of e-books vs paper books\n## Interaction and game-based activities","[{\"question\":\"What is the main focus of the paper?\",\"answer\":\"The paper focuses on how storyline-based videogames can be used in FL classrooms to improve learning and communication through interactive tasks.\"},{\"question\":\"How does the paper relate videogames to traditional workbook approaches?\",\"answer\":\"It suggests that videogames based on storylines can be applied similarly to how traditional workbooks and e-workbooks have been used for years as supportive learning materials.\"},{\"question\":\"What does the paper say about students’ motivation with digital reading materials?\",\"answer\":\"It reviews studies comparing e-books and paper books, noting mixed or neutral results and suggesting differences may depend on age and perceived novelty.\"}]","Storyline-Based Videogames in the FL Classroom - A Literature Review | PDF",1792091341,33]