ABSTRACT
This research aims to analyze three mobile device apps for foreign language learning, identifying their potentialities and limitations: Lingualeo, English Grammar All Levels and Learning 2 Talk. To achieve this objective, the research was based on theoretical studies on gamification and computer assisted language learning (CALL) in order to analyze the data obtained in the three games according to the following criteria: i) learning theory; ii) level of contextualization; iii) level of customization; iv) type of interaction; v) content addressed; and vi) interface. A qualitative approach was used, covering aspects of both verbal and graphic language, as well as interactive interface elements. The analysis concluded that, although the games present the predominance of a behaviorist structure, they attempt to expand the teaching of the foreign language.
KEYWORDS:
computer assisted language learning (CALL); digital games; pedagogical mediation