Sammendrag
According to Gee (2007) “Video games have…a great deal to teach us about how reading works when people actually understand what they are reading” (p.96), while Gozcu and Caganaga (2016) claim that games “reduce anxiety, increase positive feelings and improve self-confidence” (p.133). This makes it sound as if computer games are an ideal tool that would benefit students when learning. By analysing the answers given by 25 pre-service teachers at NTNU and discussing the findings in the light of learning theories, studies on the effect of games in the English as a foreign language (EFL) classroom, along with other studies looking into the views of teachers and pre-service teachers, this study will try to answer a research question related to the use of computer games in the EFL classroom. The aim of this paper is to look at how pre-service teachers understand and define computer games, as well as how they view their pedagogical value as a possible tool to be used in the EFL classroom.