A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition
Open accessAbstract
This research aimed to explore the views of 8 th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a triangulation method in which the results of a quasi-experiment and the metaphorical perceptions of the learners were obtained. The results of the tests were recorded at two-week intervals, and students' reactions to the results were collected using a data collection tool. The study used a pre-test, post-test, and control group design. The experimental and control groups took a pre-test before the study began. The experimental group then practiced vocabulary using Quizziz, while the control group practiced vocabulary by memorizing it in their mother tongue. The post-test results showed significant differences between the control and experimental groups. In addition, content analysis was used to analyse the data, with metaphors being grouped and frequencies calculated. The students generally expressed positive views on digital game-based EFL, stating that it was highly successful and that in-game power-ups, competing with other students, and receiving rapid feedback improved their motivation.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Empirical research addressing incidental learning of foreign vocabulary through digital games among middle school students remains limited.
“In addition, empirical research addressing the incidental learning of foreign vocabulary through digital games among middle school students remains limited (Hung et al., 2018; Kazu and Kuvvetli, 2023).”
From Incidental vocabulary learning from digital games: the predictive role of game playing time, foreign language motivation, and anxiety (2026) · cites this paper as Kazu and Kuvvetli, 2023
The Conclusion, implications and limitations (page unavailable) calls for more research on digital games for language learning across age groups, and the Introduction (page unavailable) describes a study of eighth-grade pupils. Neither passage establishes that research specifically on incidental foreign-vocabulary learning among middle school students is limited; this study instead describes deliberate vocabulary practice with Quizizz. (LLM, conf=0.83)
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
2 retracted
Fang, M., Tapalova, O., Zhiyenbayeva, N., & Kozlovskaya, S. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10737-3 · Cited by 23 · see citing works
RetractedUsing Internet Resources for Remote Language Learning
Liu, Z., Spitsyna, N., Zubanova, S. G., & Vekilova, A. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i13.14653 · Cited by 23 · see citing works
RetractedQualitative Data Analysis: An Expanded Sourcebook
(1994) · Journal of Environmental Psychology · doi:10.1016/s0272-4944(05)80231-2 · Cited by 48,420 · see citing works
Lakoff, G. P., & Johnson, M. L. (2003) · University of Chicago Press eBooks · doi:10.7208/chicago/9780226470993.001.0001 · Cited by 25,252 · see citing works
Digital Natives, Digital Immigrants Part 1
Prensky, M. (2001) · On the Horizon · doi:10.1108/10748120110424816 · Cited by 11,104 · see citing works
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402 · see citing works
Digital game-based learning: Towards an experiential gaming model
Kiili, K. (2005) · The Internet and Higher Education · doi:10.1016/j.iheduc.2004.12.001 · Cited by 1,457 · see citing works
Thurmond, V. A. (2001) · Journal of Nursing Scholarship · doi:10.1111/j.1547-5069.2001.00253.x · Cited by 1,431 · see citing works
Computers and language learning: an overview
Warschauer, M., & Healey, D. (1998) · Language Teaching · doi:10.1017/s0261444800012970 · Cited by 1,170 · see citing works
Constructivism and computer‐mediated communication in distance education
Jonassen, D., Davidson, M., Collins, M., Campbell, J., & Haag, B. B. (1995) · American Journal of Distance Education · doi:10.1080/08923649509526885 · Cited by 1,117 · see citing works
Understanding of COVID‐19 based on current evidence
Sun, P., Lu, X., Xu, C., Sun, W., & Pan, B. (2020) · Journal of Medical Virology · doi:10.1002/jmv.25722 · Cited by 1,107 · see citing works
Nursing Research: A Qualitative Perspective
Stone, R. A. (1987) · AORN Journal · doi:10.1016/s0001-2092(07)66432-1 · Cited by 599 · see citing works
Technology in Language Use, Language Teaching, and Language Learning
Chun, D. M., Kern, R., & SMITH, B. K. (2016) · Modern Language Journal · doi:10.1111/modl.12302 · Cited by 570 · see citing works
Dickey, M. D. (2006) · Educational Technology Research and Development · doi:10.1007/s11423-006-9004-7 · Cited by 389 · see citing works
Is COVID-19 the Gateway for Digital Learning in Mathematics Education?
Mulenga, E. M., & Prieto, J. M. M. (2020) · Contemporary Educational Technology · doi:10.30935/cedtech/7949 · Cited by 356 · see citing works
Using games and simulations for supporting learning
de Freitas, S. I. (2006) · Learning Media and Technology · doi:10.1080/17439880601021967 · Cited by 345 · see citing works
Digital game-based vocabulary learning: where are we and where are we going?
Zou, D., Huang, Y., & Xie, H. (2021) · Computer Assisted Language Learning · doi:10.1080/09588221.2019.1640745 · Cited by 329 · see citing works
A scoping review of research on digital game-based language learning
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.07.001 · Cited by 319 · see citing works
Using Chatbots as AI Conversational Partners in Language Learning
Belda-Medina, J., & Calvo-Ferrer, J. R. (2022) · Applied Sciences · doi:10.3390/app12178427 · Cited by 306 · see citing works
Distance learning in the era of COVID-19
Schneider, S. L. (2020) · Archives of Dermatological Research · doi:10.1007/s00403-020-02088-9 · Cited by 297 · see citing works
Technology-enhanced language learning: A case study
Yang, S. C., & Chen, Y. (2006) · Computers in Human Behavior · doi:10.1016/j.chb.2006.02.015 · Cited by 255 · see citing works
Digital Games in Language Learning and Teaching
(2012) · doi:10.1057/9781137005267 · Cited by 248 · see citing works
Teacher perceptions of the value of game-based learning in secondary education
Huizenga, J. C., Dam, G. T. M. T., Voogt, J. M., & Admiraal, W. (2017) · Computers & Education · doi:10.1016/j.compedu.2017.03.008 · Cited by 223 · see citing works
Negotiation for Action: English Language Learning in Game‐Based Virtual Worlds
Zheng, D., YOUNG, M. F., Wagner, M. M., & Brewer, R. A. (2009) · Modern Language Journal · doi:10.1111/j.1540-4781.2009.00927.x · Cited by 211 · see citing works
Perceptions toward adopting virtual reality as a teaching aid in information technology
Alfalah, S. F. M. (2018) · Education and Information Technologies · doi:10.1007/s10639-018-9734-2 · Cited by 208 · see citing works
Blau, I., & Shamir‐Inbal, T. (2016) · Education and Information Technologies · doi:10.1007/s10639-015-9456-7 · Cited by 206 · see citing works
Combining qualitative and quantitative approaches.
Boyd, C. O. (1993) · PubMed · Cited by 164 · see citing works
A Scoping Review of Digital Game-Based Technology on English Language Learning
Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-019-09702-2 · Cited by 162 · see citing works
A systematic review of the use of gamification in flipped learning
Ekici, M. (2021) · Education and Information Technologies · doi:10.1007/s10639-020-10394-y · Cited by 160 · see citing works
Hooshyar, D., Ahmad, R. B., Yousefi, M., Fathi, M., Horng, S., & Lim, H. (2015) · Computers & Education · doi:10.1016/j.compedu.2015.10.013 · Cited by 136 · see citing works
A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration
Zhang, Q., & Yu, Z. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10459-6 · Cited by 136 · see citing works
Computer Games and Language Learning
Peterson, M. (2013) · Palgrave Macmillan US eBooks · doi:10.1057/9781137005175 · Cited by 135 · see citing works
Kahoot! or Quizizz: the Students’ Perspectives
Basuki, Y., & Hidayati, Y. N. (2019) · doi:10.4108/eai.27-4-2019.2285331 · Cited by 134 · see citing works
Cheng, C., & Su, C. H. (2012) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2011.12.122 · Cited by 131 · see citing works
Lee, J. (2020) · Education and Information Technologies · doi:10.1007/s10639-020-10391-1 · Cited by 121 · see citing works
Mixed Methods, Triangulation, and Causal Explanation
Howe, K. R. (2012) · Journal of Mixed Methods Research · doi:10.1177/1558689812437187 · Cited by 119 · see citing works
Language, Education and Technology
(2017) · Springer eBooks · doi:10.1007/978-3-319-02237-6 · Cited by 95 · see citing works
Pitarch, R. C. (2018) · Journal of Language Teaching and Research · doi:10.17507/jltr.0906.04 · Cited by 78 · see citing works
Developments in online language learning
Hockly, N. (2015) · ELT Journal · doi:10.1093/elt/ccv020 · Cited by 78 · see citing works
The use of massively multiplayer online role-playing games in CALL: an analysis of research
Peterson, M. (2016) · Computer Assisted Language Learning · doi:10.1080/09588221.2016.1197949 · Cited by 74 · see citing works
An Analysis of Game Design Elements Used in Digital Game-Based Language Learning
Govender, T., & Arnedo-Moreno, J. (2021) · Sustainability · doi:10.3390/su13126679 · Cited by 71 · see citing works
Fithriani, R. (2021) · Computer-Assisted Language Learning Electronic Journal · Cited by 68 · see citing works
How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application
Aguiar-Castillo, L., Rufo, J., Petra, D. S.-P., & Pérez‐Jiménez, R. (2018) · Sustainability · doi:10.3390/su10051544 · Cited by 63 · see citing works
Ho, J. C., Hung, Y.-S., & Kwan, L. Y. ‐. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10770-2 · Cited by 60 · see citing works
Pooling ANOVA Results From Multiply Imputed Datasets
Grund, S., Lüdtke, O., & Robitzsch, A. (2016) · Methodology · doi:10.1027/1614-2241/a000111 · Cited by 58 · see citing works
Influence of MOOC learners discussion forum social interactions on online reviews of MOOC
Wu, B. (2021) · Education and Information Technologies · doi:10.1007/s10639-020-10412-z · Cited by 57 · see citing works
Tao, Y., & Zou, B. (2021) · Computer Assisted Language Learning · doi:10.1080/09588221.2021.2011323 · Cited by 53 · see citing works
The business of learning to teach: A Critical Metaphor Analysis of one Teacher's journey
Gatti, L., & Catalano, T. (2014) · Teaching and Teacher Education · doi:10.1016/j.tate.2014.10.003 · Cited by 49 · see citing works
Augmented reality and visuospatial bootstrapping for second-language vocabulary recall
Costuchen, A. L., Darling, S., & Uytman, C. (2020) · Innovation in Language Learning and Teaching · doi:10.1080/17501229.2020.1806848 · Cited by 48 · see citing works
Annamalai, N., Uthayakumaran, A., & Zyoud, S. H. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11275-2 · Cited by 46 · see citing works
Khodabandeh, F. (2022) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-022-00334-w · Cited by 38 · see citing works
Creative interaction in social networks: Multi-synchronous language learning environments
Mellati, M., Khademi, M., & Abolhassani, M. (2018) · Education and Information Technologies · doi:10.1007/s10639-018-9703-9 · Cited by 37 · see citing works
Cheng, S. C., Hwang, G., & Lai, C. (2019) · Interactive Learning Environments · doi:10.1080/10494820.2019.1636075 · Cited by 37 · see citing works
Effects of Mobile-Assisted Language Learning on EFL/ESL Reading Comprehension
Li, R. (2022) · DOAJ (DOAJ: Directory of Open Access Journals) · Cited by 34 · see citing works
Computer-assisted language learning diversity in research and practice
Stockwell, G. (2012) · Cited by 31 · see citing works
Oyun-Tabanlı Öğrenme Ortamlarının Akademik Başarıya Etkisi: Bir Meta–Analiz Çalışması
Toraman, Ç., Çelik, Ö. C., & Çakmak, M. (2018) · Kastamonu Eğitim Dergisi · doi:10.24106/kefdergi.2074 · Cited by 24 · see citing works
Digital Gaming in the Language Classroom
Li, K., Peterson, M., & Wan, J. (2022) · International Journal of Computer-Assisted Language Learning and Teaching · doi:10.4018/ijcallt.291110 · Cited by 24 · see citing works
Pitura, J., & Terlecka-Pacut, E. (2018) · Computer Assisted Language Learning · doi:10.1080/09588221.2018.1447490 · Cited by 21 · see citing works
Clinical effects associated with five-year retinal nerve fiber layer thinning in multiple sclerosis
Jakimovski, D., Zivadinov, R., Vaughn, C. B., Ozel, O., & Weinstock‐Guttman, B. (2021) · Journal of the Neurological Sciences · doi:10.1016/j.jns.2021.117552 · Cited by 21 · see citing works
A Review of Trends in Digital Game-Based Language Learning Research
Hung, H., Chang, J.-L., & Yeh, H. (2016) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt.2016.9 · Cited by 19 · see citing works
Motivation and Informal Language Learning
Chik, A. (2019) · doi:10.1002/9781119472384.ch1 · Cited by 17 · see citing works
Quasi-experiment in the educational reality
Sirotová, M., Michvocíková, V., & Rubacha, K. (2021) · Journal of Education Culture and Society · doi:10.15503/jecs2021.1.189.201 · Cited by 17 · see citing works
ÖĞRETMENLERİN KORONAVİRÜS PANDEMİSİ DÖNEMİNDE VERDİKLERİ UZAKTAN EĞİTİME İLİŞKİN METAFORİK ALGILARI
Kazu, İ. Y., Bahçeci, F., & Yalçin, C. K. (2021) · Fırat Üniversitesi Sosyal Bilimler Dergisi · doi:10.18069/firatsbed.814015 · Cited by 16 · see citing works
Self-citationGamifying Content and Language Integrated Learning with Serious Videogames
Pitarch, R. C. (2017) · Journal of language and Education · doi:10.17323/2411-7390-2017-3-3-107-114 · Cited by 15 · see citing works
Yang, K., Jiang, Z., Chavez, F. S., Wang, L., & Yuan, C. (2018) · International Journal of Nursing Sciences · doi:10.1016/j.ijnss.2018.11.006 · Cited by 14 · see citing works
Performance analysis of distance teaching classroom based on machine learning and virtual reality
Cai, Y., & Zhao, T. (2020) · Journal of Intelligent & Fuzzy Systems · doi:10.3233/jifs-189215 · Cited by 10 · see citing works
New Trends in Distance Learning Utilising Next Generation Multimedia Networks
Zahariadis, T. B., & Voliotis, S. (2003) · Education and Information Technologies · doi:10.1023/a:1023930426132 · Cited by 10 · see citing works
Editor, J. (2018) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v13i01.7465 · Cited by 10 · see citing works
Taşkaya, S. M. (2021) · International Journal of Progressive Education · doi:10.29329/ijpe.2021.366.5 · Cited by 7 · see citing works
Distance Learning of Foreign Languages through Virtual Reality
Kondratiuk, L., Мусійчук, С., Зуєнко, Н., Sobkov, Y., Trebyk, O., & Yefimov, D. (2022) · BRAIN BROAD RESEARCH IN ARTIFICIAL INTELLIGENCE AND NEUROSCIENCE · doi:10.18662/brain/13.2/329 · Cited by 7 · see citing works
Seeing Google through the Eyes of Turkish Academicians
Alakurt, T., & Bardakçı, S. (2017) · Turkish Online Journal of Distance Education · doi:10.17718/tojde.328940 · Cited by 6 · see citing works
EVALUATION OF STUDIES ON LANGUAGE SKILL AREAS OF DIGITAL GAME-BASED FOREIGN
Kazu, İ. Y., Kazu, H., & Kuvvetli, M. (2022) · SOCIAL SCIENCE DEVELOPMENT JOURNAL · doi:10.31567/ssd.546 · Cited by 5 · see citing works
Self-citationMeasuring Textbook Content Coverage: Efficient Content Analysis with Lesson Sampling
Zhang, J., Cogan, L. S., & Schmidt, W. H. (2019) · Educational Measurement Issues and Practice · doi:10.1111/emip.12300 · Cited by 4 · see citing works
Mathematics Teachers' Opinions on Distance Education Using the Educational Informatics Network (EBA)
Aksu, H. H. (2021) · The Turkish Online Journal of Educational Technology · Cited by 4 · see citing works
Jia, J., & Chen, Z. (2019) · International Journal of Mobile Learning and Organisation · doi:10.1504/ijmlo.2020.10024693 · Cited by 4 · see citing works
Design of a Computer Game for an Information Technology Class
Margarida, R., Veloso, A., Παπαστεργίου, Μ., & Kordaki, M. (2010) · doi:10.13140/rg.2.1.4407.2721 · Cited by 2 · see citing works
Flagged first, then by citations
Research works printed but not linked: 1
- Ranieri, M., Rosa, A., & Manca, S. (2016). Unlocking the potential of social media for participation, content creation and e-engagement (pp. 223–248). Charlotte, NC, USA: IAP.
Cited by
Sorted by citations
Zheng, Y., Wang, Y.-B., Liu, K. S.-X., & Jiang, M. (2024) · Education and Information Technologies : Official Journal of the IFIP technical committee on Education · doi:10.1007/s10639-024-12763-3 · Cited by 133 · see citing works
Liu, G., Fathi, J., & Rahimi, M. (2024) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12954 · Cited by 69 · see citing works
Chen, C., Ming-Chaun, L., & Kuo, C.-P. (2023) · Computers & Education · doi:10.1016/j.compedu.2023.104899 · Cited by 72 · see citing works
Gamifying language education: the impact of digital game-based learning on Chinese EFL learners
Zhou, S. (2024) · Humanities and Social Sciences Communications · doi:10.1057/s41599-024-04073-3 · Cited by 76 · see citing works
Leveraging augmented reality and gamification for enhanced self-regulation in science education
Ateş, H., & Polat, M. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13481-0 · Cited by 28 · see citing works
Trujillo-Juárez, S. I., Sánchez, R. C., Alexander, A. M., Escudero-Nahón, A., & Delgado-González, A. (2025) · Discover Education · doi:10.1007/s44217-025-00687-0 · Cited by 27 · see citing works
Esteban, A. J. (2024) · International Journal of Learning Teaching and Educational Research · doi:10.26803/ijlter.23.3.1 · Cited by 37 · see citing works
Kazu, İ. Y., & Kuvvetli, M. (2025) · Journal of Computers in Education · doi:10.1007/s40692-025-00355-0 · Cited by 20 · see citing works
Self-citationLin, W., & Jiang, P. (2025) · Behavioral Sciences · doi:10.3390/bs15030295 · Cited by 27 · see citing works
Zhang, Y., Lai, X., Yi, S., & Lu, Y. (2025) · Education and Information Technologies · doi:10.1007/s10639-024-13190-0 · Cited by 18 · see citing works
Improve speaking skills with Duolingo’s mobile game-based language learning
Kazu, İ. Y., & Kuvvetli, M. (2024) · Asian Journal of Education and Training · doi:10.20448/edu.v10i1.5488 · Cited by 18 · see citing works
Self-citationEXPLORING THE USE OF ARTIFICIAL INTELLIGENCE IN PROMOTING ENGLISH LANGUAGE PRONUNCIATION SKILLS
Mohammadkarimi, E. (2024) · LLT Journal A Journal on Language and Language Teaching · doi:10.24071/llt.v27i1.8151 · Cited by 39 · see citing works
Velásquez, J. D. R. F., Regalado, Ó. L., & Fernández-Hurtado, G. A. (2024) · Contemporary Educational Technology · doi:10.30935/cedtech/15749 · Cited by 13 · see citing works
Bashir, A., Aziz, A., Imran, M., & Almusharraf, N. (2025) · Contemporary Educational Technology · doi:10.30935/cedtech/15961 · Cited by 11 · see citing works
Design and evaluation of a gesture interactive alphabet learning digital-game
Tadiboyina, V. R., Deepak, B. B. V. L., & Bisht, D. S. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-12399-9 · Cited by 10 · see citing works
Aljasser, A. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13649-8 · Cited by 20 · see citing works
Alptekin, Z., & Taneri, A. (2025) · Discover Education · doi:10.1007/s44217-025-00646-9 · Cited by 10 · see citing works
Factors Influencing Game-Based Learning in the Colombian Context: A Mixed Methods Study
Aguilar-Cruz, P. J., Wang, P., Xiang, Z., & Luo, H. (2023) · Sustainability · doi:10.3390/su15107817 · Cited by 10 · see citing works
Casiano, P. K. M., Abequibel, B., Jaafar, S. H., & Alieto, E. O. (2024) · Lecture notes in networks and systems · doi:10.1007/978-981-97-0892-5_34 · Cited by 8 · see citing works
Pan, Y., Shao, X., & Shakibaei, G. (2025) · Learning and Motivation · doi:10.1016/j.lmot.2025.102123 · Cited by 15 · see citing works
The Role of ARCS Motivation in Predicting ChatGPT Adoption Based on UTAUT3 Framework
Parveen, K., Alghamdi, A. A., Samee, N. M. A., & Shafiq, M. (2025) · Journal of Educational Computing Research · doi:10.1177/07356331251362425 · Cited by 8 · see citing works
Wang, X., & Feng, L. (2025) · Education Sciences · doi:10.3390/educsci15020125 · Cited by 10 · see citing works
Developing a robot-based computational thinking assessment for young children
Xiang, S., Li, J. W., & Yang, W. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13377-z · Cited by 7 · see citing works
Research Trends and Hotspots of Digital Game-Based Vocabulary Learning (2008-2023)
Xiong, Z., Wu, J. G., & Lee, K. W. (2025) · International Journal of Computer-Assisted Language Learning and Teaching · doi:10.4018/ijcallt.366656 · Cited by 7 · see citing works
Play and learn: digital traditional games for vocabulary mastery in young learners
Syawaluddin, A., & Aeni, N. (2025) · Discover Education · doi:10.1007/s44217-025-00485-8 · Cited by 11 · see citing works
Zhang, R., Zou, D., & Cheng, G. (2024) · Innovation in Language Learning and Teaching · doi:10.1080/17501229.2024.2385636 · Cited by 6 · see citing works
Teaching in multicultural classrooms through an intercultural perspective on citizenship
Καλογερογιάννη, Φ. (2025) · Frontiers in Education · doi:10.3389/feduc.2025.1581833 · Cited by 6 · see citing works
Enhancing Achievements in Biology Education in Ghana Using Culturo-Techno-Contextual Approach Plus
Darko, A. O., & Ekwam, E. O. (2025) · Journal of Science Education and Technology · doi:10.1007/s10956-025-10232-1 · Cited by 5 · see citing works
Wu, J. G., Miller, L., & Teng, M. F. (2025) · International Journal of Applied Linguistics · doi:10.1111/ijal.12712 · Cited by 8 · see citing works
Roncal‐Belzunce, V., Gutiérrez‐Valencia, M., Martínez‐Velilla, N., & Ramírez‐Vélez, R. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2499947 · Cited by 8 · see citing works
Qasem, A. A. (2025) · Discover Education · doi:10.1007/s44217-025-00633-0 · Cited by 4 · see citing works
Parveen, K., Obidallah, W. J., Phuc, T. Q. B., Alduraywish, Y. A., Alghamdi, A. A., & Shafiq, M. (2026) · BMC Psychology · doi:10.1186/s40359-026-04042-2 · Cited by 4 · see citing works
Combining virtual reality and EEG biofeedback for enhanced EFL learning: a sociocultural approach
Cao, J., & Luo, H. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13348-4 · Cited by 4 · see citing works
The Impact of Online Resources via Personal Devices on English-Majored Students’ Learning Practices
Nguyen, L. V. (2024) · International Journal of Language Instruction · doi:10.54855/ijli.24346 · Cited by 4 · see citing works
Erbaş, Ç., Türe, E., & Sapanca, H. F. (2025) · Education and Information Technologies : Official Journal of the IFIP technical committee on Education · doi:10.1007/s10639-025-13450-7 · Cited by 5 · see citing works
Liu, J., & Yang, J. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13494-9 · Cited by 2 · see citing works
Jeliseh, M. T., & Xodabande, I. (2025) · Discover Education · doi:10.1007/s44217-025-00780-4 · Cited by 2 · see citing works
Ghaluh, B. M., Wulandari, E., Sari, E. S., & Suryaman, M. (2026) · Current Issues in Language Planning · doi:10.1080/14664208.2026.2633476 · Cited by 2 · see citing works
YALÇIN, Ç. (2026) · Discover Education · doi:10.1007/s44217-026-01414-z · Cited by 3 · see citing works
Bouzaiane, B., & Youzbashi, A. (2024) · Journal of Language Teaching and Research · doi:10.17507/jltr.1505.27 · Cited by 2 · see citing works
Digital Games for Language Learning: A Scoping Review
Shahiwala, S., & Rahul, D. R. (2025) · Research Synthesis in Applied Linguistics · doi:10.1080/29984475.2025.2497862 · Cited by 3 · see citing works
Game on: enhancing argumentative writing with digital gamification
Guo, K., Li, Y., & Chu, S. K. W. (2024) · Innovation in Language Learning and Teaching · doi:10.1080/17501229.2024.2374347 · Cited by 1 · see citing works
A Systematic Literature Review of the Impact of Game-based Learning on English Learners
Zakaria, A., Addanan, F. A., Khalili, N. N. M., Zakaria, Y. K., & Mohamad, M. B. (2024) · International Journal of Academic Research in Business and Social Sciences · doi:10.6007/ijarbss/v14-i8/22462 · Cited by 2 · see citing works
Kim, J. S., Kim, S. Y., Chung, S., Kim, S. M., & Han, D. H. (2024) · Games for Health Journal · doi:10.1089/g4h.2024.0151 · Cited by 1 · see citing works
Fostering Vocabulary Enhancement through Quizizz: A Perspective on Digital Gamification
Dayag, J. D. (2025) · Journal of English and Applied Linguistics · doi:10.59588/2961-3094.1186 · Cited by 1 · see citing works
Huang, T., Feng, Z., Paes, D., Fei, Y., Zhao, X., Kinateder, M. T., Langer, E. R., & Lovreglio, R. (2025) · Journal of Computer Assisted Learning · doi:10.1111/jcal.70108 · Cited by 3 · see citing works
Zhang, Q. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13782-4 · Cited by 1 · see citing works
Karri, S. K., Sai, B., & Singh, P. K. (2025) · Discover Education · doi:10.1007/s44217-025-00862-3 · Cited by 1 · see citing works
Blundell, C. N., Mukherjee, M. M., Nykvist, S. S., Langseth, I. D., & Tregenza, J. (2026) · Technology Knowledge and Learning · doi:10.1007/s10758-026-10002-x · Cited by 1 · see citing works
Yihan, L., Cuong, T. V., Szabó, N., & Józsa, K. (2026) · Technology Knowledge and Learning · doi:10.1007/s10758-026-10028-1 · Cited by 1 · see citing works
Cabı, E. (2024) · Education and Information Technologies · doi:10.1007/s10639-024-13168-y · Cited by 1 · see citing works
THE UTILIZING OF DIGITAL CROSSWORD PUZZLE GAME TO ENHANCE STUDENTS’ VOCABULARY MASTERY
Madaniyah, N. A., Anita, A., & Oktaviana, F. (2024) · Lingua · doi:10.34005/lingua.v20i2.4255 · Cited by 1 · see citing works
Digital Maturity for EFL Learners: Implications for Educational Practice
Yenphech, C., Phoowong, S., & Som-In, S. (2025) · Academic Journal of Interdisciplinary Studies · doi:10.36941/ajis-2025-0010 · Cited by 1 · see citing works
Güner Özer, M., & Belet Boyacı, Ş. D. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13677-4 · Cited by 1 · see citing works
Akbulut, S., Şimşek, B., Direkci, B., Koparan, B., Gülmez, M., Şimşek, E. E., & Kayır, G. (2026) · Frontiers in Psychology · doi:10.3389/fpsyg.2026.1798613
“Mandarin AR” : An Augmented Reality Application for Mandarin Vocabulary Self-Directed Learning
Shuang, G. C., Tong, T. J., Ling, C. G., & Ahmad, T. S. A. S. (2023) · doi:10.7176/jep/14-33-12
The Role of Electronic Educational Language Games in Creating Good Learners
Hazaymeh, O. M.-A. A. (2024) · International Journal of Educational and Life Sciences · doi:10.59890/ijels.v2i2.1360
Medina, J., Estriégana, R., Barchino, R., Ramírez, R. R., Otón, S., & Teixeira, A. M. (2024) · Electronics · doi:10.3390/electronics13224500
Rosenthal, S., Braiman, S. B., & Poh, D. Z. Y. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13789-x
Implementation of a 2D Videogame for Learning the Lexical Competence of the Quechua Language
Vargas-Saldana, J., Valerio, P., & Ticona, W. (2025) · Lecture notes in networks and systems · doi:10.1007/978-3-032-04581-2_29
Integration of Digital Literacy in Indonesian Language Learning
Fatonah, K. (2025) · IGI Global eBooks · doi:10.4018/979-8-3373-0030-6.ch005
Mahmudah, M., Hanifansyah, N., Solehudin, M., & Salsabil, A. H. (2025) · Lahjatuna. · doi:10.38073/lahjatuna.v5i1.3359
Immersive VR–AI Learning for A1 French Listening
Lustyantie, N., Soraya, T. R., Andika, Y., & Gunadi, I. (2025) · IGI Global eBooks · doi:10.4018/979-8-3373-2943-7.ch006
Enhancing Teacher Candidates’ Skills in Developing Game-Based Learning Applications
ALAGÖZ, A., & Uysal, Ö. (2025) · Cukurova University Faculty of Education Journal · doi:10.14812/cuefd.1611305
Tian, F., Yan, D. “., & Umar, I. N. (2026) · Journal of Educational Computing Research · doi:10.1177/07356331251414550 · Cited by 2 · see citing works
Sun, Y., & Lin, D. T. A. (2026) · Cogent Education · doi:10.1080/2331186x.2026.2614815 · Cited by 2 · see citing works
LEARNERS’ ATTITUDES TOWARDS THE SIMS 4 IN BOOSTING THEIR ENGLISH VOCABULARY MASTERY
Hidayatullah, F. A., & Zaitun (2026) · JEELL (Journal of English Education Linguistics and Literature) English Departement of STKIP PGRI Jombang · doi:10.32682/jeell.v13i1.131
Al-khresheh, M. H., Almayez, M., & Alruwaili, S. F. (2026) · Journal of Intelligence · doi:10.3390/jintelligence14040062 · Cited by 3 · see citing works
Megersa, A. K., Gutu, T. S., & Tarekegne, W. M. (2026) · Discover Education · doi:10.1007/s44217-026-01524-8
Kasimin, S., Zakiah, Z., Atikah, Q., & Musnadi, S. (2026) · Social Sciences & Humanities Open · doi:10.1016/j.ssaho.2026.103076
A Systematic Review of Digital Game-Based Vocabulary Learning
Deng, H., & Mahfoodh, O. H. A. (2026) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.415335
Optimization of foreign language listening teaching strategies based on intelligent TTS
Xiong, Y. (2026) · Discover Artificial Intelligence · doi:10.1007/s44163-026-01795-y
Zhu, Y., & Yao, C. (2026) · BMC Psychology · doi:10.1186/s40359-026-05185-y
Climate-control ChatGPT for EFL writing and AI literacy
Aldamen, H. A. K., Alawneh, S. M., Almashour, M., Al‐Deaibes, M., & Alsharefeen, R. (2026) · Frontiers in Artificial Intelligence · doi:10.3389/frai.2026.1869343
Mateos-Núñez, M., Martínez‐Borreguero, G., de la Torre, R. C., & Naranjo-Correa, F. L. (2026) · Discover Education · doi:10.1007/s44217-026-01993-x
Zhang, X., Petsangsri, S., Sitthiworachart, J., & Hong, J. (2026) · Contemporary Educational Technology · doi:10.30935/cedtech/19082
Kazu, İ. Y., & Kuvvetli, M. (2026) · SN Social Sciences · doi:10.1007/s43545-026-01626-y
Self-citationAn assessment on the accessibility of reading passages in Ethiopian primary EFL textbooks
Abebe, W. Y. (2026) · Discover Education · doi:10.1007/s44217-026-02113-5
Abidin, Z., Hamzah, A. F., Qusairi, A., & Mubarak, F. (2026) · Nidhomiyyah Jurnal Manajemen Pendidikan Islam · doi:10.38073/nidhomiyyah.v7i2.4521
Sagyndykova, R., Abdurakhmanova, K. T., Isakova, M., Nazarova, M., & Karataeva, G. M. (2026) · SN Social Sciences · doi:10.1007/s43545-026-01775-0
Aeni, N., Syawaluddin, A., & Strid, J. E. (2026) · Discover Education · doi:10.1007/s44217-026-02185-3
Evangelista, E. D. L., & Bukhari, S. (2026) · Contemporary Educational Technology · doi:10.30935/cedtech/19499
- Authors
- Kazu, İ. Y., & Kuvvetli, M.
- Affiliations
- Mi̇lli̇ Eği̇ti̇m Bakanliği (TR)
- Venue
- Education and Information Technologies
- Published
- 2023-03-30
- Volume
- 28
- Issue
- 10
- Pages
- 13541-13567
- ISSN
- 1360-2357 (ISSN-L)
- 1573-7608
- PMC
- PMC10061374
- OpenAlex
- W4361279346
- Cited by
- 83
- References
- 76
- Citations by year
- 2026: 25 · 2025: 35 · 2024: 19 · 2023: 4
- FWCI
- 40.28
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Licence
- Locations
- Education and Information Technologies (publishedVersion)
- PubMed Central (publishedVersion)
- PubMed (publishedVersion)
- DSpace - FIRAT (Fırat University) (submittedVersion, cc-by-nc-nd)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Information Systems › English Language Learning and Teaching
- Social Sciences › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
- Keywords
- digital game-based learning, vocabulary acquisition, English as a foreign language, EFL learners, Web 2.0 applications, game-based learning effectiveness, learner perceptions, student motivation, peer competition, feedback in learning, junior high school students
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review