Games have been used as teaching methods for pleasure for a long time since human history began.
Almost all the games, for example, ancient boarding games such as chess, baduk, and janggi, political and
strategic war games played by medieval nobles, and computer or mobile games these days, have potentials
to be used educationally. Recently, many attempts to apply mobile games to English education have been
made around the globe, and more active studies on learning circumstances related with ‘EFL’ have been
carried out especially in Japan, Taiwan, and South Korea. Out of multi-media materials, learning English
using games has many merits which may lead learners to immersion, competition, challenging spirits, and
motivation. First, this study will research useful information of recent mobile game-based learning sites
developed and used in home and abroad and analyse backgrounds, principles, effects, and necessities of the
sites, and finally show the meaningful results of teaching application in college English speaking class.
G-Learning is more likely to articulate with various academic subjects as well as English classes, if
contents can properly be managed in time and space.