The DOI matches its Crossref record; 77 of the 80 references it cites were found in a registry or an index.
A scoping review of research on digital game-based language learning
Abstract
Abstract The continuing attention to the educational value of digital games highlights the need for more focused literature reviews in order to identify critical gaps and opportunities in domain-specific areas. The current study thus set out to provide a scoping overview of empirical evidence on the use and impacts of digital games in language education from 2007 to 2016, as a means to advance the emerging research on digital game-based language learning (DGBLL). A total of 50 selected studies were systematically analyzed, revealing the following findings: (1) Most of the selected DGBLL studies adopted mixed methods to examine the educational use of digital games; (2) Immersive games, notably massively multiplayer online role-playing games, were the most common genre in the current DGBLL literature; (3) Most of the games for language learning were custom-built by DGBLL researchers; (4) Personal computers were the most common platforms for playing games to support language learning; (5) Most of the DGBLL studies adopted games to facilitate the learning of English as a second or foreign language; (6) Most of the research on DGBLL investigated learners with mixed levels of language proficiency; (7) University students were the most frequently selected samples in the existing DGBLL literature; and (8) The majority of DGBLL studies featured positive outcomes in regard to student learning, with the most frequently reported ones being related to affective or psychological states, closely followed by language acquisition. Taken as a whole, these findings reflect the diverse nature of this field and suggest the overall feasibility of using digital games for promoting the language and literacy learning of both native and non-native speakers in various aspects. Several promising but under-researched areas were also identified in this review, along with discussions on their implications for future investigations.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
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?
In the citing paper
“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 Hung et al., 2018
In the citing paper
“GBL, which combines educational content with competitive and interactive features, has gained attention as a promising method (Hung et al., 2018).”
From Digital Game-Based Vocabulary Learning Using Kahoot! Perceptions, Engagement, and Achievement Among Moroccan EFL Young Learners (2026) · cites this paper as Hung et al., 2018
In the citing paper
“Embedding language content in interactive game formats can create environments where students receive immediate feedback, experience meaningful repetition, and collaborate with peers, factors that can significantly increase learner engagement and vocabulary retention (Hung et al., 2018; Laranjeira & Teixeira, 2025)).”
From Digital Game-Based Vocabulary Learning Using Kahoot! Perceptions, Engagement, and Achievement Among Moroccan EFL Young Learners (2026) · cites this paper as Hung et al., 2018
In the citing paper
“and another reviewed how language learning, mediated through digital games, influenced student learning outcomes on different levels (Hung, Yang, Hwang, Chu, & Wang, 2018)”
From Facilitating student engagement through educational technology in higher education: A systematic review in the field of arts and humanities (2020) · cites this paper as Hung, Yang, Hwang, Chu, & Wang, 2018
Citations
Cites
(1978) · Medical Entomology and Zoology · Cited by 53,488
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.11.003 · Cited by 1,133
Our Princess Is in Another Castle
Young, M. F., Slota, S. T., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M. T., & Yukhymenko–Lescroart, M. A. (2012) · Review of Educational Research · doi:10.3102/0034654312436980 · Cited by 737
The effects of modern mathematics computer games on mathematics achievement and class motivation
Kebritchi, M., Hirumi, A. “. C., & Bai, H. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.02.007 · Cited by 668
Papastergiou, M. (2009) · Comput. Educ. · doi:10.1016/j.compedu.2009.04.001 · Cited by 598
Teaching English as an international language
Strevens, P. (1980) · Cited by 588
Sung, H., & Hwang, G. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.11.019 · Cited by 552
Self-citationGood Video Games + Good Learning: collected essays on video games, learning and literacy
Gee, J. P. (2013) · Cited by 551
Liu, T.-Y., & Chu, Y.-L. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.02.023 · Cited by 550
Flagged first, then by citations
3 of the 80 references couldn’t be matched to a known paper.
Research works printed but not linked: 2
- Kebritchi, 2010, The effects of modern mathematics computer games on mathematics achievement and class motivation, Computers & Education, 55, 427, 10.1016/j.compedu.2010.02.007 · DOI
- Smith, 2013, Play games or study? Computer games in eBooks to learn English vocabulary, Computers & Education, 69, 274, 10.1016/j.compedu.2013.07.015 · DOI
Cited by
Sorted by citations
Items 201–300 of 321
Khezrlou, S. (2025) · Cambridge University Press eBooks · doi:10.1017/9781009294850.028 · Cited by 5
Language Game As An Alternative Model To Improve Arabic Vocabulary Ability
Ritonga, M., Ritonga, A. W., Wahyuni, S. I., & Julhadi, J. (2022) · Ijaz Arabi Journal of Arabic Learning · doi:10.18860/ijazarabi.v5i3.17123 · Cited by 3
Zengi̇n, M., & Yılmaz, N. P. (2021) · European Journal of English Language Teaching · doi:10.46827/ejel.v6i6.4011 · Cited by 4
Listening as productive skills: Reinventing classroom tasks
Bao, D., & Ye, Y. (2022) · International Journal of Education and Learning · doi:10.31763/ijele.v4i2.664 · Cited by 3
Maker in Electrical Engineering Education Based on Emergent Technology: Mapping Study
Martínez, R. (2019) · IEEE Revista Iberoamericana de Tecnologias del Aprendizaje · doi:10.1109/rita.2019.2950137 · Cited by 3
Pedagogical Design Perspective of Digital Game-Based English Language Learning
Nitisakunwut, P., Hwang, G., & Chanyoo, N. (2022) · International Journal of Online Pedagogy and Course Design · doi:10.4018/ijopcd.311437 · Cited by 3
Self-citationPitura, J., Nowak, S. A., Turula, A., Jakubik, J., & Asotska-Wierzba, Y. (2024) · Neofilolog · doi:10.14746/n.2024.62.2.9 · Cited by 2
Effects of Anxiety Levels on English Pronunciation Learning in Digital Game-Based Learning
Yang, J. C., & Chung, C. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2539457 · Cited by 5
Self-citationLocation-Based Games for Language Learning: A Scoping Review
Richardson, D., & Matthews, B. (2025) · Research Synthesis in Applied Linguistics · doi:10.1080/29984475.2025.2527650 · Cited by 2
Namaziandost, E., & Çakmak, F. (2026) · Computer Assisted Language Learning · doi:10.1080/09588221.2026.2623417 · Cited by 2
What Are We Missing in AI‐Supported L2 Writing Research? A Systematic Review From 2014 to 2024
Tang, W., Wang, Z., & Guangfen, Y. (2026) · Journal of Computer Assisted Learning · doi:10.1002/jcal.70262 · Cited by 2
Silva, T. B. P. E., Pacheco, R. P., Lima, M. D. S., Sarmet, M. M., de Azevedo, M. L. D. C. C., Ferreira, V. H. M., & Castanho, C. D. (2021) · Lecture notes in computer science · doi:10.1007/978-3-030-77414-1_19 · Cited by 2
Popescu, C. N., Attié, E. A., & Chadouteau, L. (2021) · Advances in human and social aspects of technology book series · doi:10.4018/978-1-7998-8089-9.ch006 · Cited by 2
MAXIMIZING VOCABULARY RETENTION WITH GAMIFICATION TOOLS
Pham, Q. (2022) · SCIENTIFIC JOURNAL OF TAN TRAO UNIVERSITY · doi:10.51453/2354-1431/2022/837 · Cited by 7
A Bibliometric Analysis of Digital Game-Based Language Learning to Support Future Language Learning
Putikadyanto, A. P. A., Zamahsari, G. K., & Thoha, M. (2022) · International Conference on Sustainable Information Engineering and Technology (SIET) · doi:10.1145/3568231.3568264 · Cited by 2
Reinventing Mobile-assisted Language Learning using Natural Language Processing
Vlahović, N., Košanski, M., & Glavan, L. M. (2024) · International Convention on Information and Communication Technology, Electronics and Microelectronics · doi:10.1109/mipro60963.2024.10569755 · Cited by 2
Student Teachers’ Perceptions of a Game-Based Exam in the Genial.ly App
Grāvelsiņa, E., & Daniela, L. (2024) · Computers · doi:10.3390/computers13080207 · Cited by 2
Bouzaiane, B., & Youzbashi, A. (2024) · Journal of Language Teaching and Research · doi:10.17507/jltr.1505.27 · Cited by 2
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
Yassine-Diab, N., Hartwell, L. M., & Dejean, S. (2021) · doi:10.14705/rpnet.2021.54.1350 · Cited by 2
Baturay, M. H., YASTIBAŞ, A. E., Ekşi, G. Y., & Çinar, C. A. (2021) · Advances in game-based learning book series · doi:10.4018/978-1-7998-7271-9.ch027 · Cited by 2
“Elektrotektif”: An Educational Game to Explore Electricity Concept Using Case-Based Learning
Muliyati, D., Milenia, R., & Fahdiran, R. (2022) · Jurnal Penelitian & Pengembangan Pendidikan Fisika · doi:10.21009/1.08210 · Cited by 2
Primary School Students' Perceptions About the Use of Mobile Games in the Classroom
Koutromanos, G. (2019) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-7998-1486-3.ch012 · Cited by 2
The European Conference on Language Learning 2022: Official Conference Proceedings
(2022) · European Conference on Language Learning official conference proceedings · doi:10.22492/issn.2188-112x.2022 · Cited by 5
Beirne, E. (2020) · Arrow@dit (Dublin Institute of Technology) · Cited by 2
Improving Immigrant Inclusion Through the Design of a Digital Language Learning Game
Katz, H. T., Acquah, E. O., Bengs, A., Sten, F., & Wingren, M. (2022) · Advances in human and social aspects of technology book series · doi:10.4018/978-1-7998-9732-3.ch024 · Cited by 1
Digital Game-Based Learning in Higher Education: ESL Teachers and Students Perceptions
Ray, M., & Ilangovan, A. (2024) · World Journal of English Language · doi:10.5430/wjel.v14n5p638 · Cited by 9
Incorporating ICT in EAP Classrooms: Boosting Student Engagement Through Quizizz
Zhao, Y. (2024) · Springer eBooks · doi:10.1007/978-3-031-63638-7_14 · Cited by 1
Schnitzer, B. L., Caserman, P., & Korn, O. (2024) · Lecture notes in computer science · doi:10.1007/978-3-031-74138-8_16 · Cited by 1
Yabancı Dil Öğrenmede Tek Çekim Video Kullanımı: Başlangıç Düzeyi Almanca Öğrencilerinin Deneyimleri
Karataş, F. (2025) · Diyalog Interkulturelle Zeitschrift Für Germanistik · doi:10.37583/diyalog.1714916 · Cited by 1
Feng, D. (2025) · SAGE Open · doi:10.1177/21582440251393196 · Cited by 3
Li, B., Luo, T., Bahari, A., Yang, M., & Chan, W. S. (2025) · Innovation in Language Learning and Teaching · doi:10.1080/17501229.2025.2598587 · Cited by 6
Cao, P. H., Szabo, C. Z., & Reynolds, B. L. (2025) · European Journal of Education · doi:10.1111/ejed.70419 · Cited by 1
Hasan, S. H., Mulyati, Y., Winarni, N. D. A., Larasati, D., Yuanvanelli, Y. D., Hamimi, E., Roini, C., & Istiqomah, I. (2026) · Multidisciplinary Science Journal · doi:10.31893/multiscience.2026453 · Cited by 1
Zhang, L., Huang, Y., Fang, L., Guan, T., Jong, M. S., & Shang, J. (2026) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2026.2630086 · Cited by 2
Incorporating digital multimodal composing into game-enhanced language learning
Le, K., Peterson, M., & Fan, Q. (2026) · Language learning & technology · doi:10.64152/10125/73686 · Cited by 1
Communicative Approach Over Text-Based Indonesian Language Textbooks
Wati, R., Tolla, A., & Rahim, A. (2018) · Proceedings of the 1st International Conference on Social Sciences (ICSS 2018) · doi:10.2991/icss-18.2018.236 · Cited by 1
Digital Game-Mediated Language Learning for Adults
Gee, E. R., & Gao, Y. (2022) · ADULT LITERACY EDUCATION THE INTERNATIONAL JOURNAL OF LITERACY LANGUAGE AND NUMERACY · doi:10.35847/egee.ygao.4.1.67 · Cited by 1
Yıldız, E., & Şi̇mşek, Ü. (2022) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.304435 · Cited by 1
An investigation of the virtual competitive scaffolding assistant: a prior knowledge perspective
Chen, S. Y., & Lin, G.-L. (2022) · Universal Access in the Information Society · doi:10.1007/s10209-022-00902-x · Cited by 1
A Systematic Review of Research on the use and Impact of Technology for Learning Chinese
MAKSIMOVA, A. (2022) · International Journal on Cybernetics & Informatics · doi:10.5121/ijci.2022.110405 · Cited by 1
A Systematic Review of Games for Learning Chinese
MAKSIMOVA, A. (2022) · International Journal of Education (IJE) · doi:10.5121/ije.2022.10303 · Cited by 1
Hatipoğlu, Ç., Džanić, N. D., Gajek, E., & Miloshevska, L. (2022) · Slovenščina 2 0 empirične aplikativne in interdisciplinarne raziskave · doi:10.4312/slo2.0.2022.2.132-183 · Cited by 1
Kirginas, S. (2023) · Int. J. Gaming Comput. Mediat. Simulations · doi:10.4018/ijgcms.320228 · Cited by 2
Sustaining English Language Education with Digital Educational Games: A Systematic Review
Yi, C. M., & Yunus, M. M. (2023) · International Journal of Academic Research in Progressive Education and Development · doi:10.6007/ijarped/v12-i2/16666 · Cited by 4
Hou, Y. (2023) · International Journal of Technology-Enhanced Education · doi:10.4018/ijtee.323454 · Cited by 1
Lin, Y.-H., Rong, J.-Y., & Lin, H.-C. K. (2023) · Lecture notes in computer science · doi:10.1007/978-3-031-40113-8_56 · Cited by 1
Bai, J. (2024) · Lecture Notes in Education Psychology and Public Media · doi:10.54254/2753-7048/33/20231399 · Cited by 3
Ferramenta lúdica para aprendizagem de Português como Língua Estrangeira
Lima, M. D. S., Silva, T. B. P. E., Chaves, G. L., & Castanho, C. D. (2024) · Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames) · doi:10.5753/sbgames.2024.240674 · Cited by 1
DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW
Taş, H. Ö., Keleş, N., & Yazıcı, E. A. (2025) · Bingöl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi · doi:10.29029/busbed.1577664 · Cited by 5
The Use of Video Games in Language Learning: A Bibliometric Analysis
Muñoz, A. P., González-Fernández, A., Rodal, M., & Acevedo-Borrega, J. (2025) · Metrics · doi:10.3390/metrics2030012 · Cited by 5
Ethnomathematics of small border islands: Geometric concepts in Koli leaf weaving on Letti Island
Dahoklory, A. S. K., Sugiarto, S., & Rupilele, K. (2025) · Indonesian Journal of Science and Mathematics Education · doi:10.24042/e9bbqf71 · Cited by 1
DEVELOPING A FIBO GAME TO LEARN VOCABULARY AT PRIMARY SCHOOL
Agata, S. C., & Kuswardani, R. (2020) · RETAIN · Cited by 1
Enhancing Adults’ Maltese Language Learning Through an App Powered by Game and Mobile-Based LearningPreprint
Żammit, J. (2022) · Research Square · doi:10.21203/rs.3.rs-1486764/v1 · Cited by 1
Xiao, Q., Zhou, X., Gong, Y., & Yong, Z. (2023) · Research Square · doi:10.21203/rs.3.rs-3266894/v1 · Cited by 1
Hofmeyr, M. (2025) · Springer eBooks · doi:10.1007/978-3-031-51447-0_107-1 · Cited by 1
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
“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).”
Baissane, O. (2026) · Journal of Information Technology Education: Innovations in Practice · doi:10.28945/5704 · Cited by 1
“GBL, which combines educational content with competitive and interactive features, has gained attention as a promising method (Hung et al., 2018).”
KIMUN PLATFORM: WEB TOOL AS A PEDAGOGICAL RESOURCE FOR TEACHING AND LEARNING MAPUZUGUN
Levano, M. A., Marro, M., & Hernández-Domínguez, P. Y. (2019) · IADIS International Conference on Educational Technologies (ICEduTech) · doi:10.33965/icedutech2019_201902l016
Yıldız, E., & Şi̇mşek, Ü. (2020) · Balıkesir Üniversitesi Sosyal Bilimler Enstitüsü Dergisi · doi:10.31795/baunsobed.671097
The Perceived Appropriateness of Digital Games From ELL Teachers
Alshaya, K., & Beck, P. (2020) · Advances in early childhood and K-12 education · doi:10.4018/978-1-7998-4739-7.ch011
Nino, M. A. (2019) · VTechWorks (Virginia Tech)
Suryani, M., Paulus, E., & Suryana, I. (2020) · International Conference on Folklore, Language, Education and Exhibition (ICOFLEX) · doi:10.2991/assehr.k.201230.058
A Review of Game-Based Research for English Language Learning in S&G Interdiscipline Journal
Nitisakunwut, P., & Soranastaporn, S. (2021) · Lecture notes in computer science · doi:10.1007/978-3-030-72132-9_10
Primary School Students' Perceptions About the Use of Mobile Games in the Classroom
Koutromanos, G. (2021) · IGI Global eBooks · doi:10.4018/978-1-6684-3710-0.ch005
The Perceived Appropriateness of Digital Games From ELL Teachers
Alshaya, K., & Beck, P. (2021) · IGI Global eBooks · doi:10.4018/978-1-6684-3710-0.ch082
JAPANEDU Volume 4 Issue 2, December 2019 FULLTEXT
JAPANEDU, E. I. C. (2019) · JAPANEDU Jurnal Pendidikan dan Pengajaran Bahasa Jepang · doi:10.17509/japanedu.v4i2.22289
A Scoping Review on CEFR: Methods used in Past Studies
Mohtar, M., & Sadhasivam, S. (2022) · Higher Education and Oriental Studies · doi:10.54435/heos.v2i4.67
Nasution, A., & Rahim, R. (2022) · JINoP (Jurnal Inovasi Pembelajaran) · doi:10.22219/jinop.v8i2.22521
The Creation of Chinese Educational Resources for Sixth Grade Students
Ruankaew, S., Saisombat, N., Mungkarat, S., & Boontanai, O. (2023) · Journal of Educational Issues · doi:10.5296/jei.v9i1.20479
Current State of Research and Analysis of Game-based Learning
Zhao, Z.-Y., & Li, Z. (2023) · doi:10.1109/icaie56796.2023.00017
Studying From Home During COVID-19: A Many-Facets Rasch Model (MFRM) Analysis
Agust, S., Subroto, G., & Handini, B. S. (2023) · Theory and Practice in Language Studies · doi:10.17507/tpls.1307.29
Irasshai: Interactive media for android-based Japanese hotel language learning
Nugraha, R. D., & Ali, M. (2023) · AIP conference proceedings · doi:10.1063/5.0175575
Stealth Assessment in Game-Based and Task-Based Language Teaching
Liu, D., Ji, H., & Kliger, D. (2023) · Advances in educational technologies and instructional design book series · doi:10.4018/979-8-3693-0568-3.ch013
Digital Game-Based Language Teaching in Russian University Settings: Beliefs and Constraints
Chicherina, N. V. (2023) · Lecture notes in networks and systems · doi:10.1007/978-3-031-48020-1_31
11Effects of an Online Adventure Game on Vocabulary Acquisition
Sulaiman, S., Sadq, K. A., & Othman, M. S. (2022) · Polytechnic Journal of Humanities and Social Sciences · doi:10.25156/ptjhss.v3n2y2022.pp93-98
Köse, N., Civan, İ., Gönen, S. İ. K., Şentürk, B., & Kaygın, H. (2024) · Bartın University Journal of Faculty of Education · doi:10.14686/buefad.1260543
Mohammed, N. I. M. (2024) · European Journal of Linguistics · doi:10.47941/ejl.1802
Role and Importance of Communication Skills for Engineering Students
Ray, D. S. T. (2023) · International Journal for Research Publication and Seminars · doi:10.36676/jrps.v14.i5.19
ابراهيم, أ. ل. (2024) · مجلة البحث في التربية وعلم النفس · doi:10.21608/mathj.2024.303339.1464
Natural language as a strategy for learning foreign languages
Garcia, E. R. S. (2024) · Noesis · doi:10.47460/noesis.v1i1.3
Model Game-Oriented Problem Exploration (GOPE) dalam Pembelajaran Bahasa: Analisis Kebutuhan Siswa
Indriyani, V., Triana, H., Nurjanah, A., & Putri, D. A. (2025) · Jurnal Onoma Pendidikan Bahasa dan Sastra · doi:10.30605/onoma.v11i1.4556
Ramilo, N. J., & Anselmo, C. T. (2025) · Journal of interdisciplinary perspectives · doi:10.69569/jip.2024.0664
Bibliometriai és tartalomelemzés
Móser, A. (2025) · Iskolakultúra · doi:10.14232/iskkult.2025.5-6.86
Stockwell, G., & Wang, Y. (2025) · Cambridge University Press eBooks · doi:10.1017/9781009294850.011
Stockwell, G., & Wang, Y. (2025) · Cambridge University Press eBooks · doi:10.1017/9781009294850.022
Ma, C., Gao, R., & Lazarević, B. (2025) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v20i02.53609
Orozco, M. T. V., & Crosetti, B. D. B. (2025) · Journal of language and Education · doi:10.17323/jle.2025.24798 · Cited by 2
Mustapha, R., & Karim, R. A. (2025) · Springer eBooks · doi:10.1007/978-3-031-77232-0_13 · Cited by 3
DGBLLT for Children and Adolescents
Gao, Y. (2025) · Springer eBooks · doi:10.1007/978-3-031-51447-0_117-1
The Potential of Digital Games to Support English as the Second Language Learners in Bali
Yasa, I. G. A. S. W., & Utami, P. S. M. (2025) · EduInovasi Journal of Basic Educational Studies · doi:10.47467/edu.v5i2.8208
Jhan, Y.-C., & Lin, Y.-L. (2025) · SSRN Electronic Journal · doi:10.2139/ssrn.5415324
Games as a Tool for Developing Competencies
Szara, K. (2025) · Studies in Logic Grammar and Rhetoric · doi:10.2478/slgr-2025-0012
Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022) · Figshare · doi:10.6084/m9.figshare.19382431
Self-citationTang, F. (2024) · Figshare · doi:10.6084/m9.figshare.26692990
Educational games for learning vocabulary in English as a Foreign Language
Tonda, A., Pardo, R., Remolar, I., & Rossano, V. (2025) · Entertainment Computing · doi:10.1016/j.entcom.2025.101070 · Cited by 2
The influence of story-based video games on enhancing players motivation in developing vocabulary
John, P. L. E., Chrys, A. T. R., Francis, G. L. M., & Camilla, J. V. (2025) · i-manager’s Journal on English Language Teaching · doi:10.26634/jelt.15.3.21587
Li, L., Chen, S., Xu, L., & Wang, Y. (2026) · Zeitschrift für Erziehungswissenschaft · doi:10.1007/s11618-026-01384-w
Designing a DEER-Toolkit: Enabling Educational Escape Rooms in a 2D Dungeon Crawler Game
Matutat, A., Franke, B., Rüffer, H., Schumann, N., George, B. C., & Gips, C. (2026) · International GamiFIN Conference (GamiFIN) · doi:10.1145/3789624.3789628
Analysis of synchronization and leadership emergence in human group interaction
Calabrese, C. (2021) · theses.fr (ABES) · doi:10.70675/e085e1a1z5e47z476ezb1cdz9424dd8fe81a
Metadata
- Authors
- Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C.
- Affiliations
- National Kaohsiung University of Science and Technology (TW)
- National Central University (TW)
- National Taiwan University of Science and Technology (TW)
- Soochow University (TW)
- Corresponding author
- Yang, Jie Chi
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2018-11
- Volume
- 126
- Pages
- 89-104
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2810443585
- Semantic Scholar
- f29cf0b5a8e2a1b824336e6c9f572a4bb1bb3c5a
- Cited by
- 319
- References
- 80
- Citations by year
- 2026: 31 · 2025: 48 · 2024: 49 · 2023: 39 · 2022: 43 · 2021: 55 · 2020: 31 · 2019: 21 · 2018: 2
- FWCI
- 53.58
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers & Education (publishedVersion)
- Funders
- Ministry of Science and Technology in Taiwan (MOST 105-2511-S-008-009-MY3, MOST 106-2628-S-327-001-MY3)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- digital game-based language learning, game-based learning, language learning, English as a second language, English as a foreign language, MMORPG, immersive games, affective learning outcomes, language acquisition, literacy learning, research gaps
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