Digital game-based language learning for vocabulary development
Open accessAbstract
Current literature suggests that one of the impressive benefits of digital game-based language learning is its potential to create engaging vocabulary learning experiences. However, this literature is dominated by game-play approaches, rather than game-making approaches. Drawing upon constructivist, motivation, dual-coding, and constructionist theories, this study examined elementary English language learners’ vocabulary learning experiences in a game-based learning context and investigated their experience as they built their own games based on their understanding of different non-fiction texts. This mixed-methods case study involved novel use of network analysis to examine student learning, investigate the relationships between various aspects of learner experiences, and evaluate the strengths and weaknesses of the program. Findings indicated that a complex set of interdependencies between enactments of theoretical principles including generativity, agency, tinkering, intrinsic motivation, and contextualized learning lead to enjoyment and powerful language learning experiences. Design principles for future digital game-based language learning include optimizing visual aspects, spending more time on technical skill development, increasing learner agency, and focusing more on generative and joyful learning experiences.
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GBL develops learner autonomy, active engagement, and collaborative learning, providing an alternative to conventional teacher-centered instruction.
“Finally, GBL develops learner autonomy, active engagement, and collaborative learning, which provid e an alternative to conventional teacher -centered instruction, principles that are prominently emphasized in communicative and motivational techniques in language education (Chowdhury et al., 2024).”
From Digital Game-Based Vocabulary Learning Using Kahoot! Perceptions, Engagement, and Achievement Among Moroccan EFL Young Learners (2026) · cites this paper as Chowdhury et al., 2024
The frequent contextual repetition of words learned in these environments may naturally and incidentally support word learning.
“The frequent contextual repetition of words learned in these environments may also naturally and incidentally support word learning (Chowdhury et al., 2024; Lai and Chen, 2025).”
From Incidental vocabulary learning from digital games: the predictive role of game playing time, foreign language motivation, and anxiety (2026) · cites this paper as Chowdhury et al., 2024
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References 75 · Cited by 64
- Authors
- Chowdhury, M., Dixon, L., Kuo, L.-J., Donaldson, J. P., Eslami, Z., Viruru, R., & Luo, W.
- Affiliations
- Texas A&M University (US)
- Corresponding author
- Chowdhury, Mahjabin
- ORCID
- Venue
- Computers and Education Open
- Publisher
- Elsevier BV
- Published
- 2024-06
- Volume
- 6
- Pages
- 100160
- ISSN
- 2666-5573 (ISSN-L)
- OpenAlex
- W4391071068
- Cited by
- 64
- References
- 75
- Citations by year
- 2026: 17 · 2025: 32 · 2024: 13 · 2023: 2
- FWCI
- 48.74
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Computers and Education Open (publishedVersion, cc-by-nc-nd)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
- Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
- Keywords
- digital game-based language learning, vocabulary acquisition, game development, elementary English learners, learner agency, intrinsic motivation, tinkering, generativity, contextual learning, non-fiction texts, design principles, student experience
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