Mining for words: the effect of Minecraft on incidental vocabulary learning of young EFL learners
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The study results are consistent with studies showing that digital games support incidental vocabulary acquisition in second language learning.
“Overall, the study results are consistent with studies showing that digital games support incidental vocabulary acquisition in second language learning (Calvo-Ferrer and Belda-Medina, 2021; Lee, 2023; Weisi and Hajizadeh, 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 Weisi and Hajizadeh, 2025
Cites
Learning Vocabulary in Another Language
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Some empirical evidence for the involvement load hypothesis in vocabulary acquisition
Hulstijn, J. H., & Laufer, B. (2001) · Language Learning · doi:10.1111/0023-8333.00164 · Cited by 819 · 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
Out-of-school digital gameplay and in-school L2 English vocabulary outcomes
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Measuring time spent with media: the Common Sense census of media use by US 8- to 18-year-olds
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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
Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
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Exploring the potential of digital game-based vocabulary learning: a systematic review
Vnucko, G., & Klimova, B. (2023) · Systems · doi:10.3390/systems11020057 · Cited by 59 · see citing works
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Why Digital Games Can Be Advantageous in Vocabulary Learning
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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
“Overall, the study results are consistent with studies showing that digital games support incidental vocabulary acquisition in second language learning (Calvo-Ferrer and Belda-Medina, 2021; Lee, 2023; Weisi and Hajizadeh, 2025).”
- Authors
- Weisi, H., & Hajizadeh, S.
- Affiliations
- Razi University (IR)
- Corresponding author
- Weisi, Hiwa
- Venue
- Entertainment Computing
- Publisher
- Elsevier BV
- Published
- 2025-01
- Volume
- 52
- Pages
- 100801
- ISSN
- 1875-9521 (ISSN-L)
- OpenAlex
- W4400412252
- Cited by
- 8
- References
- 10
- Citations by year
- 2026: 4 · 2025: 4
- FWCI
- 6.29
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- Locations
- Entertainment Computing (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
- Keywords
- Minecraft, incidental vocabulary learning, EFL learners, video games in language learning, video games, vocabulary acquisition, gender differences, young learners, digital equity
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