LLingo - Language learning in an interactive game environment


The aim of the “LLINGO” project is to explore the potential of serious and educational gaming and game technology for learning. In recent years, game strategies and technology are increasingly being deployed outside their traditional realm of commercial entertainment. The motivational power of game elements and the flexibility and interactivity of commercial game design software is put to use in a fast-growing range of sectors, from management and strategic training to advertising and recruitment. Until now, (language) learning has largely stayed out of the picture. The “LLINGO” project aims to change this by joining the forces of some of the leading commercial games and language training companies with expertise in game technology and experience in research to build a state-of-the-art setup demonstrating the potential of the format..


De Grove, F., Cornillie, F., Mechant, P., & Van Looy, J. (2013). Tapping into the field of foreign language learning games. International Journal of Arts and Technology, 6 (1), 44 – 60.

De Grove, F., Van Looy, J., & Mechant, P. (2013). Learning to play, playing to learn. Comparing the experiences of adult foreign language learners with off-the-shelf and specialized games for learning German. International Journal of Game-Based Learning.

Duration of the project

The project runs from 01/10/2009 - 30/09/2011.

Staff involved

  • Prof. dr. Jan Van Looy
  • Frederik De Grove


  • Gaming and Immersive Media Lab

Financed by

  • iMinds