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We are seeing a push towards offering more courses online because they can provide students with new forms of social and learning interaction, widen their access to education, and offer an indi­vidualized learning experience in large classes.

As digital gaming has increased in popularity and become a global practice, computer-assisted language learning (CALL) researchers and second and foreign language (L2) educators have begun reconsidering games as potential L2 teaching and learning (L2TL) resources.