The DOI matches its Crossref record; 31 of the 31 references it cites were found in a registry or an index.
Effectiveness of virtual reality game in foreign language vocabulary acquisition
Abstract
Abstract This study explored the influence of the virtual reality (VR) game House of Languages on the English as a Foreign Language (EFL) vocabulary acquisition of intermediate school students. A quasi-experimental design helped determine the impact of the VR intervention on the learning process over the traditional EFL vocabulary acquisition method. A nonrandom convenience sample of (n = 64) male students was divided into an experimental group and control group; each group contained (n = 32) students. The findings from this study of independent t-tests at the end of the experimental period indicated that students using the VR game House of Languages had greater achievement in vocabulary acquisition than those using the traditional method of vocabulary acquisition. This study seeks to create awareness among educators that the use of the new VR technology as an effective vocabulary acquisition method in the learning process could be engaged to improve vocabulary acquisition and go beyond previous methods to enhance the degree of achievement in classroom.
Overview
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
Verification
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.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
(1991) · Cited by 15,554
Scale Development: Theory and Applications.
Xie, Y., & DeVellis, R. F. (1992) · Contemporary Sociology · doi:10.2307/2075704 · Cited by 3,635
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020) · Computers & Education · doi:10.1016/j.compedu.2019.103778 · Cited by 3,585
Handbook of Research on Educational Communications and Technology
(2013) · Routledge eBooks · doi:10.4324/9781410609519 · Cited by 2,732
Handbook of research on educational communications and technology
(2004) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2004.00409_15.x · Cited by 1,840
Gwet, K. L. (2014) · Medical Entomology and Zoology · Cited by 1,094
Learning science in immersive virtual reality.
Parong, J., & Mayer, R. E. (2018) · Journal of Educational Psychology · doi:10.1037/edu0000241 · Cited by 1,088
Augmented reality for STEM learning: A systematic review
Ibáñez, M.-B., & Delgado-Kloos, C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.05.002 · Cited by 1,036
A Critical Review of the Use of Virtual Reality in Construction Engineering Education and Training
Wang, P., Wu, P., Wang, J., Chi, H.-L., & Wang, X. (2018) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph15061204 · Cited by 779
The Smartphone Psychology Manifesto
Miller, G. (2012) · Perspectives on Psychological Science · doi:10.1177/1745691612441215 · Cited by 624
Cited by
The potential of immersive virtual reality to enhance learning: A meta-analysis
Coban, M., Bolat, Y. I., & Goksu, I. (2022) · Educational Research Review · doi:10.1016/j.edurev.2022.100452 · Cited by 354
Oje, A. V., Hunsu, N. J., & Fiorella, L. (2025) · Educational Research Review · doi:10.1016/j.edurev.2025.100676 · Cited by 36
Jia, W., Zhang, L., Pack, A., Guan, Y., & Zou, B. (2024) · Language Learning & Technology · doi:10.64152/10125/73554 · Cited by 14
“…from three major angles: its affordances (e.g., Rama et al., 2012); the cognitive and psychological consequences, such as motivation, engagement, and anxiety (e.g., Yang et al., 2020); and most commonly, its influence on vocabulary learning (e.g., Alfadil, 2020; Rasti-Behbahani & Shahbazi, 2020).”
Background
Metadata
- Authors
- Alfadil, M.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2020-08
- Volume
- 153
- Pages
- 103893
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W3015236864
- Cited by
- 257
- References
- 31
- FWCI
- 45.62
- Type
- journal article
- Language
- en
- Open access
- closed
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
How to cite
Cite CoChat for the checks on this page, and the paper for its own findings.
- This page
- CoChat. (2026). Citation check: Effectiveness of virtual reality game in foreign language vocabulary acquisition. https://app.cochat.ai/papers/10.1016/j.compedu.2020.103893
- The paper
- Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education. https://doi.org/10.1016/j.compedu.2020.103893
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.