Language Learning through Handheld Gaming: a Case Study of an English Course with Engineering Students Mercedes Rico (University of Extremadura, Mérida, Spain mricogar@unex.es) J. Enrique Agudo (University of Extremadura, Mérida, Spain jeagudo@unex.es) Héctor Sánchez (University of Extremadura, Mérida, Spain sasah@unex.es) Abstract: The 21st century is the generation of Digital Game-Based Learning, a generation growing up with technologies and contributing to the prevalence of digital games [Chuang et al., 10]. Thus, the use of mobile consoles (Nintendo DS or SONY PSP) for entertainment at all ages has increased dramatically, as has the availability of games that meet specific needs, requirements or users preferences. Though this field of applications is not exempt from constraints such as connectivity, usability and technical limitations [Moses, 08; Hussain and Adeeb, 09], mobile learning is now on the agenda at all levels of education [Cheon et al., 12; Frohberg et al., 09; Suki and Suki, 07]. In this study we analyze how Nintendo mobile technology used to teach vocabulary, grammar, pronunciation, writing and listening skills can help to improve the learning environment and the results in English for Engineering students. The two-fold investigation aims to (1) evaluate the student’s satisfaction with mobile technology and (2) measure student learning with Nintendo DS. In the light of these hypotheses, the results show how the introduction of mobile devices can increase students’ interest and motivation in the learning process, fostering the integration of activities and increasing the academic performance of students. Keywords: Mobile language learning, Mobile consoles, L2 learning, motivation, Higher education Categories: L.5.1, L.3.6, L.1.5 1 Introduction The technological revolution we are witnessing is changing the rules of human relations, leisure, labour, and even education. Handheld devices are an example of this ongoing technological revolution [Looi et al., 09], due to the ubiquitous availability, the increase in motivation [Sorensen and Meyer, 07], the integration of Web 2.0 tools and the application of social-constructivist pedagogies [Cochrane and Bateman, 10]. There are a wide variety of different devices classified as handheld or mobile (Smartphones, tablets, netbooks and mobile consoles, among others) that people can use every day and everywhere. However , according to [Norris and Journal of Universal Computer Science, vol. 21, no. 10 (2015), 1362-1378 submitted: 26/12/14, accepted: 12/9/15, appeared: 1/10/15 J.UCS