I’ve published a draft of this chapter on and opened a discussion

The author believes that digital games have the potential to be powerful language learning tools. This chapter is a case study examining the application of one digital game used to enhance speaking fluency in the secondary English language classroom. Asking the question, ‘Can digital game-based learning engage secondary learners to produce more spoken language?’ a digital game was chosen and a task carefully designed with oral fluency in mind. The results were largely positive, and lessons were learned about how best to approach the introduction of digital games in the secondary classroom to encourage learners to speak as much and as well as they can.