Digital game-based vocabulary learning: where are we and where are we going?
By Di Zou, Y. Huang, Haoran Xie. Computer Assisted Language Learning, 2019
297 citations recorded by the source corpus.
Abstract Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners. With the rapid development of educational technologies, game-based learning is emerging into a field with considerable potential, within which, digital game-based vocabulary learning has accrued increasing attention from language learners, educators and researchers. The present research reviews studies on digital game-based vocabulary learning from five perspectives: a general overview of published studies, digital games for vocabulary learning, theoretical frameworks, research issues and findings, and implications. Using specific criteria for article selection, 21 publications in SSCI journals were finalized for the systematic review. Findings revealed 10 types of digital games dominate the field, and these generally demonstrate positive effects in promoting short-term and long-term vocabulary learning, facilitating reading and listening comprehension, increasing motivation and engagement, decreasing anxiety and fostering interactions among learners. These findings further render implications that are meaningful for vocabulary learning and game design.
Subfields: Developmental and Educational Psychology, Language and Linguistics
View Paper: https://www.semanticscholar.org/paper/d36c3dfc1a93c055a01934ba4f0e99b42cbde66e
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In Developmental and Educational Psychology
In Language and Linguistics
Citations in the corpus
- Types, purposes, and effectiveness of state-of-the-art technologies for second and foreign language learning (2020, methodology): “We identified and analysed relevant articles using a three-step process, article search and selection, and data analysis, following Hwang and Fu (2018) and Zou, Huang, and Xie (2019).”