The unconscious dimension of motivation in learning English as a foreign language
Educational game. Engagement. Leading role of music
The use of digital games is currently considered one of the main ways to learn outside of school (De Wilde;
Brysbaert; Eyckmans, 2020). However, for learning to happen, the game needs to promote engagement (Gee,
2007). According to Smith (2020), among the known resources to intensify the player's immersive experience,
music occupies a relevant place. Several applied studies recognize that music has a direct influence on the
gaming experience (Wharton; Collins, 2011; Zhang; Fu, 2015; Evans, 2018; Stingel-Voig, 2019; Grasso, 2020;
Tasnim et al., 2024, among many others). However, these studies do not show how this influence occurs. This
article presents a study that sought to understand how music can promote engagement in educational games.
First, we bring theoretical support to correlate the use of music and engagement in digital games. Next, we
present an educational game aimed at promoting English pronunciation designed for children aged 7 to 10 – the
New Pac-English. Finally, we describe and analyze the distinctive role that music plays in this game. It was
possible to verify that, in New Pac-English, the player needs to interact with the singing and the sounds of eight
musical instruments used in its composition at all times, in order to achieve the game objectives. Thus, music
functions as a pedagogical tool insofar as it defines the dynamics of the game, replaces explicit instruction and
leads implicit learning.