Exploring the relationship between digital gaming, language attitudes, and academic success in EFL university students
Open accessAbstract
The potential of digital games in education has been widely discussed, yet there is a significant gap in the literature regarding their influence on foreign language learning, particularly in Central Europe, and using mixed-method research designs. This study aims to fill this gap by providing empirical data from a new cultural context. Using a mixed-method research design, it investigates the impact of gaming on language learning outcomes of English as a Foreign Language (EFL) university students. A total of 99 Slovak university students of English as a foreign language were selected by convenience sampling, of which 10 were chosen for qualitative interviews to triangulate the data. The results reveal a significant improvement in vocabulary knowledge and a reported increase in positive language attitudes among gamers compared to non-gamers, with no significant difference in grade point averages between the two groups. These findings highlight the potential of digital gaming to enhance vocabulary learning and foster positive attitudes towards language learning among EFL students. Recommendations for future research are provided.
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TL;DR
This mixed-method study of 99 Slovak EFL university students found that digital game players had significantly higher English vocabulary scores and more positive language attitudes than non-players, but no significant difference in grade point average. Frequency of gaming correlated significantly only with vocabulary knowledge, not with language attitude or academic achievement.
Key findings
- Vocabulary knowledge was higher among players (mean 21.04) than non-players (mean 18.54), a statistically significant difference (Z = 3.660, p = 0.000); 73% of players scored in the highest interval (21–25).
- Language attitude scores were higher among players (mean 107.18) than non-players (mean 101.59), statistically significant at α = 0.05 (Z = 1.975, p = 0.048).
- GPA did not differ significantly between players (mean 1.92) and non-players (mean 1.91) (Z = 0.598, p = 0.550), including similar sub-scores for English systems, skills, and studies.
- Frequency of playing games had a statistically significant weak correlation only with vocabulary knowledge (R = 0.340960); correlations with language attitude (R = 0.177096) and achievement (R = 0.187744) were insignificant. In interviews, 8/10 said gaming was important but not the only factor in their positive attitude, and all but one felt ahead of peers in English competence, mainly or partly due to digital games.
Methods
- Cross-sectional mixed-methods design using convenience sampling: 99 Slovak EFL university students, aged 18–21, English proficiency B1–B2; 77 female and 22 male. The results section reports 45 players and 54 non-players, while the sample section and abstract report 55 non-gamers.
- Instruments included a questionnaire, a 30-item Language Attitude Scale (Cronbach alpha = 0.88), GPA on a 1.0–4.0 scale, a 25-item multiple-choice C2 vocabulary test (internal consistency 0.87), and semi-structured interviews with 10 highest-frequency gamers.
- Analysis used descriptive statistics in Statistica 9.0, Wilcoxon Rank Sum Test for group comparisons, Spearman rank correlation for relationships, and qualitative interview analysis following Hycner, with peer debriefing and member-checking.
Limitations
- The paper states that article length precluded publishing all parts of the research, and that the sample size and structure were limited; larger and more diverse populations may allow group distinctions to emerge more clearly, as EFL students are quite specific in this context.
- The paper states that developing a reliable vocabulary measure was complicated, and that the variety and rapid development of digital games prevent a universal vocabulary test for digital game players.
- Evident from the text: the cross-sectional design cannot establish causation; convenience sampling and a homogeneous English-major sample limit generalization; gender is imbalanced; some game-genre subgroups are very small (e.g., platformers n = 2), limiting genre comparisons; and the non-player count is inconsistent across sections (55 vs. 54).
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0 of 49 cited sources checked · 0 supported · 0 flagged
- Findingown data
Non-players indicated that other activities improved their English vocabulary (85%) and grammar (37%) to a greater degree.
“They indicated that these activities improved to a greater degree their English vocabulary (85 %) and grammar (37 %).”
Quote in the paperNot a substantial claim - Findingown data
Eight respondents appreciated the frequent repetition of words and phrases in the digital games, which made them easier to memorize.
“Eight respondents appreciated the frequent repetition of words and phrases in the digital games, which made them easier to memorize.”
Quote in the paperNot a substantial claim - Findingown data
Non-players preferred other activities to improve their English competence: watching audio-visual materials (63%) and reading (54%).
“Nevertheless, they also stated a preference for other activities to improve their competence – watching audio-visual materials (films, TV series, videos, podcasts, songs) (63 %) and reading (54 %).”
Quote in the paperNot a substantial claim - Findingown data
All respondents said that this advantage they had during their school years was mainly (8/10) or partly (2/10) due to digital games.
“All respondents said that this advantage they had during their school years was mainly (8/10) or partly (2/10) due to digital games.”
Quote in the paperNot a substantial claim - Findingown data
Their primary motivation for learning new words stemmed from the necessity to comprehend in-game texts, which often contained deliberately concealed or ambiguous instructions.
“Additionally, they explained that their primary motivation for learning new words stemmed from the necessity to comprehend in-game texts, which often contained deliberately concealed or ambiguous instructions.”
Quote in the paperNot a substantial claim
- Findingown data
Participants identified role-playing (multiplayer online), strategy, action, action-adventure, and simulation (sandbox) as game genres most beneficial for language skill development.
“Participants identified role-playing (multiplayer online), strategy, action, action-adventure, and simulation (sandbox) as game genres most beneficial for language skill development.”
Quote in the paperNot a substantial claim - Findingown data
The highest scores for the individual variables were obtained among gamers preferring role-playing and action-adventure genres.
“As Table 2 shows, the highest scores for the individual variables were obtained among gamers preferring role-playing and action-adventure genres.”
Quote in the paperNot a substantial claim - Findingown data
Action-adventure and role-playing genres had the highest mean scores in the vocabulary test.
“Nevertheless, we observed that the action-adventure and role-playing genres had the highest mean scores in the vocabulary test.”
Quote in the paperNot a substantial claim - Findingcitation
The desire to speak native-like English seemed to be one of the strongest motivations for the respondents.
“The desire to speak native-like English seemed to be one of the strongest motivations for the respondents (cf. [10,12,38,41]).”
Quote in the paperNot a substantial claim0 of 4 sources checked- cites [10] Sailer M. Homner L. The gamification of learning: a meta-analysis Educ. Psychol. Rev. 32 1 2020 77 112 10.1007/s10648-019-09498-w source
Not checked in the free run.
- cites [12] Patra I. Shanmugam N. Ismail S.M. Mandal G. An Investigation of EFL Learners' Vocabulary Retention and Recall in a Technology-Based Instructional Environment: Focusing on Digital Games 2022 Education Research International 10 10.1155/2022/7435477 2022
Not checked in the free run.
- cites [38] Rasti A. Why digital games can Be advantageous in vocabulary learning Theor. Pract. Lang. Stud. 11 2021 111 118 10.17507/tpls.1102.01
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- cites [41] Fu Y. Zhang L. Zhao S. Chen Y. Perceptions of non-English major college students on learning English vocabulary with gamified apps International Journal of Emerging Technologies in Learning 16 18 2021 268 276 10.3991/ijet.v16i18.24125
Not checked in the free run.
- Findingown data
All but one of the respondents felt that they were ahead of their peers in terms of English language competence, particularly during their primary (8/10) and/or secondary (7/10) education.
“In addition, all but one of the respondents felt that they were ahead of their peers in terms of English language competence, particularly during their primary (8/10) and/or secondary (7/10) education.”
Quote in the paperNot a substantial claim - Findingown data
The correlation between frequency of playing digital games and language achievement is statistically insignificant (R = 0.187744).
“The correlations between frequency of playing and language attitude (/R/= 0.177096) as well as between frequency of playing and language achievement (/R/= 0.187744) were statistically insignificant.”
Quote in the paperSubstantial claim - Findingown data
Students attributed 30-40% influence on their positive attitude and motivation to having good English teachers and watching cool videos in English.
“They attributed some influence (30–40 %) to “having good English teachers” and “watching cool videos in English.””
Quote in the paperNot a substantial claim - Findingown data
GPA sub-scores for English language systems, skills, and studies were only slightly different between players and non-players.
“Regarding the GPA sub-scores (English language systems/skills/studies), the group results were only slightly different as well: systems (P = 2.24, NP = 2.14). skills (P = 1.44, NP = 1.44) and studies (P = 1.78, NP = 1.69).”
Quote in the paperNot a substantial claim - Findingown data
The correlation between frequency of playing digital games and language attitude is statistically insignificant (R = 0.177096).
“The correlations between frequency of playing and language attitude (/R/= 0.177096) as well as between frequency of playing and language achievement (/R/= 0.187744) were statistically insignificant.”
Quote in the paperNot a substantial claim - Findingown data
8 out of 10 students surveyed said gaming was an important, but not the only, factor in their overall positive attitude toward English and motivation to learn it.
“Most of the students surveyed (8 out of 10) said that gaming was an important, but not the only factor, in their overall positive attitude toward the English language and in their motivation to learn it”
Quote in the paperSubstantial claim - Findingown data
There was no statistically significant difference in grade point averages between players and non-players (P = 1.92; NP = 1.91; Z = 0.598, p = 0.550).
“The average scores obtained (within the interval 1–4) were similar in both groups (P = 1.92; NP = 1.91) (Fig. 3), with the inter-group difference statistically insignificant at the level α = 0.05 (Z = 0.598, p = 0.550) (Table 1).”
- Also stated in: § Abstract · plain
“The results reveal a significant improvement in vocabulary knowledge and a reported increase in positive language attitudes among gamers compared to non-gamers, with no significant difference in grade point averages between the two groups.”
Quote in the paperSubstantial claim - Also stated in: § Abstract · plain
- Findingown data
They found the visualization of vocabulary and subtitles in both their native language and English very useful.
“They found the visualization of vocabulary and subtitles in both their native language and English very useful.”
Quote in the paperNot a substantial claim - Findingown data
There is a statistically significant weak positive correlation between frequency of playing digital games and vocabulary knowledge (R = 0.340960).
“a statistically significant weak correlation was detected only between frequency of playing and vocabulary knowledge/R/= 0.340960 (Fig. 7).”
Quote in the paperSubstantial claim - Findingown data
Especially in multiplayer games, learners were put in situations where they had to communicate intensively with other players.
“Especially in multiplayer games, they were put in situations where they had to communicate intensively with other players.”
Quote in the paperSubstantial claim - Findingown data
Most respondents perceived the greatest facilitating effect of digital games during their secondary education.
“Most respondents perceived the greatest facilitating effect of digital games during their secondary education.”
Quote in the paperNot a substantial claim - Findingown data
All interviewees agreed that games increased their English vocabulary mainly because of the strong motivation to look up the words and phrases in a dictionary to continue playing.
“All interviewees agreed that games increased their English vocabulary mainly because of the strong motivation to look up the words and phrases in a dictionary to continue playing.”
Quote in the paperNot a substantial claim - Findingown data
Six students indicated that playing digital games helped them a lot in English phonetics and phonology classes due to improved listening comprehension.
“Six students indicated that playing digital games helped them a lot in English phonetics and phonology classes due to improved listening comprehension”
Quote in the paperNot a substantial claim - Findingown data
More than half of the participants declared that a pretend virtual identity helped them feel less afraid of being ridiculed if they made mistakes.
“More than half of the participants declared that a pretend virtual identity helped them feel less afraid of being ridiculed if they made mistakes”
Quote in the paperNot a substantial claim - Findingown data
Four of them reported that in reading comprehension classes they understood "more complex vocabulary than the other peers."
“four of them reported that in reading comprehension classes they understood “more complex vocabulary than the other peers.””
Quote in the paperNot a substantial claim - Findingown data
The most popular genres were role-playing games and adventure games.
“the study found that the most popular genres were role-playing games and adventure games.”
Quote in the paperNot a substantial claim - Findingown data
Qualitative interviews revealed that gamers attributed their success to visualization, repeated exposure, and contextual repetition of words and phrases during gameplay.
“In addition, qualitative interviews revealed that gamers attributed their success to visualization, repeated exposure, and contextual repetition of words and phrases during gameplay.”
Quote in the paperSubstantial claim - Premisecitation
Vocabulary learning benefits from the immersive and interactive nature of digital games, facilitating repeated exposure and contextualization.
“Vocabulary learning, in particular, benefits from the immersive and interactive nature of digital games, facilitating repeated exposure and contextualization [[11], [39], [40]]”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [[11], [39], [40]]
Not checked in the free run.
- Premisecitation
A consensus has emerged regarding the efficacy of digital games in enhancing foreign language learning, especially vocabulary learning.
“Nevertheless, a consensus has emerged regarding the efficacy of digital games in enhancing foreign language learning, especially vocabulary learning [[34], [35], [36], [37]].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [[34], [35], [36], [37]]
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- Premisecitation
No empirical study has been conducted in Central Europe on the influence of playing digital games on EFL.
“Despite the popularity of digital gaming and the significant progress made in research on DGBL, to our knowledge, no empirical study has been conducted in Central Europe on the influence of playing digital games on EFL [18].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [18] Vnucko G. Klimova B. Exploring the potential of digital game-based vocabulary learning: a systematic review Systems 11 57 2023 10.3390/systems11020057
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- Premisecitation
Few studies explicitly explore the relationship between digital gaming and both cognitive and affective aspects of foreign language learning, particularly studies employing a mixed-method approach.
“Furthermore, few of the research studies we found [19] explicitly explore the relationship between digital gaming and both cognitive and affective aspects of foreign language learning. This is particularly true for studies employing a mixed-method approach.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [19] Buendgens-Kosten J. Digital games and the development of plurilingual competence The JALT CALL Journal 18 3 2022 316 334 10.29140/jaltcall.v18n3.548 source
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- Premisecitation
Digital games provide distinctive opportunities for acquiring, retaining, and contextualizing vocabulary.
“Digital games have been found to provide distinctive opportunities for acquiring, retaining, and contextualizing vocabulary [14,17,38].”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [14] Rasti-Behbahani A. Shahbazi M. Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge Comput. Assist. Lang. Learn. 38 8 2020 1920 1945 10.1080/09588221.2020.1846567 source
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- cites [17] Costuchen A.L. Vayá R.P.M. Dimitrova D.D. Roman palace: a videogame for foreign-language vocabulary retention International Journal of Emerging Technologies in Learning 17 5 2022 87 102 10.3991/ijet.v17i05.27621 source
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- cites [38] Rasti A. Why digital games can Be advantageous in vocabulary learning Theor. Pract. Lang. Stud. 11 2021 111 118 10.17507/tpls.1102.01
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- Interpretationown data
Our research highlights the undeniable benefits of digital games for vocabulary acquisition.
“our research highlights the undeniable benefits of digital games for vocabulary acquisition (e.g., [[34], [35], [36]]).”
Quote in the paperSubstantial claim0 of 3 sources checked- cites [34] Ali Mohsen M. The use of computer-based simulation to aid comprehension and incidental vocabulary learning J. Educ. Comput. Res. 54 6 2016 863 884 10.1177/0735633116639954 source
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- cites [35] Chen H.-J.H. Hsu H.-L. The impact of a serious game on vocabulary and content learning Comput. Assist. Lang. Learn. 33 7 2020 811 832 10.1080/09588221.2019.1593197 source
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- cites [36] Dincer N. Dincer R. The effect of a serious game on aviation vocabulary acquisition International Journal of Serious Games 8 4 2021 49 63 10.17083/ijsg.v8i4.464 source
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- Interpretationown data
The frequency of playing games has low predictive validity in this context.
“The frequency of playing games seems to have a low predictive validity in this context, as a statistically significant weak correlation was detected only between frequency of playing and vocabulary knowledge/R/= 0.340960 (Fig. 7).”
Quote in the paperSubstantial claim - Interpretationreasoning
The learners' results reflected the impact of games on reducing English speaking and listening apprehension.
“The learners’ results reflected the impact of games on reducing English speaking and listening apprehension.”
Quote in the paperSubstantial claim - Interpretationown data
The game genre might have played an important role in the effectiveness of digital games on cognitive outcomes as suggested by previous results [47].
“This indicates that the game genre might have played an important role in the effectiveness of digital games on cognitive outcomes as suggested by previous results [47].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [47] Chen C.L. Yeh T.K. Chang C.Y. The effects of game-based learning and anticipation of a test on the learning outcomes of 10th grade geology students Eurasia J. Math. Sci. Technol. Educ. 12 5 2016 1379 1388 10.12973/eurasia.2016.1519a source
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- Interpretationreasoning
Gaming can complement traditional foreign language instruction, which often takes place in limited contact hours.
“By providing additional time for practicing the material, gaming can complement traditional foreign language instruction, which often takes place in limited contact hours.”
Quote in the paperSubstantial claim- The authors state this as an assumption: Playing digital games is an effective complementary activity that can be easily used in foreign language learning across diverse educational contexts.
- Interpretationcitation
Single-player platform games may have less of an impact on foreign language development [67].
“On the other hand, single-player platform games may have less of an impact on foreign language development [67].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [67] Dodge, D. (n.d.). The Definitive Guide to Video Game Genres and Game Types. https://codakid.com/video-game-genres/.
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- Rests on an assumption: Multiplayer role-playing games offer storylines that can be highly controlled by the player and create situations that require a high degree of interaction and communication.
- Interpretationcitation
Playing digital games might represent an effective means of vocabulary proceduralization, as this activity presents opportunities for several varied types of exposure to lexemes in authentic contexts [39].
“Thus, it seems that playing digital games might represent an effective means of vocabulary proceduralization, as this activity presents opportunities for several varied types of exposure to lexemes in authentic contexts [39].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [39] Gondova D. Taking first steps in teaching English: teaching systems 1st. ed 2012 Žilinská univerzita v Žiline 175
Not checked in the free run.
- Classified as probably not a substantial claim. 43
- May combine two claims. 35
- The quote only partly states this claim. 1
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataOne student who did not feel that he stood out mentioned that he had represented his class in a recognized English competition.
“Surprisingly, one student who did not feel that he stood out mentioned that he had represented his class in a recognized English competition.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataTwo interviewees highlighted their exposure to diverse regional accents while playing a particular action-adventure game.
“Furthermore, two interviewees highlighted their exposure to diverse regional accents while playing a particular action-adventure game.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataMost players (73%) achieved a score within the highest interval (21-25) on the Vocabulary Test, while non-players' scores were distributed mostly within the highest three intervals.
“While most players (73 %) achieved a score within the highest interval (21–25), the scores of non-players were distributed mostly within the highest three intervals (Fig. 6).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataPlayers had higher average Vocabulary Test scores than non-players, with a statistically significant difference (Z = 3.660, p = 0.000).
“The average scores obtained (from the total 25 items) were higher in the group of players (21.04) than in non-players (18.54) (Fig. 5). The statistical difference between the groups was statistically significant at the level α = 0.05 (Z = 3.660, p = 0.000) (Table 1) as verified by the Wilcoxon Rank Sum Test.”
- Also stated in: § Abstract · plain
“The results reveal a significant improvement in vocabulary knowledge and a reported increase in positive language attitudes among gamers compared to non-gamers, with no significant difference in grade point averages between the two groups.”
Quote in the paperSubstantial claim- Also stated in: § Abstract · plain
May combine two claims.
Findingown dataOverall English academic achievement during undergraduate study, expressed by grade point average, revealed similar scores for the players and non-players, even for the sub-scores calculated in courses focusing on English language systems, language skills, and cultural studies (Hypothesis 2 was rejected).
“The comparison of overall English academic achievement during undergraduate study, expressed by grade point average, revealed similar scores for the players and non-players, even for the sub-scores calculated in courses focusing on English language systems, language skills, and cultural studies (Hypothesis 2 was rejected).”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataEach gamer usually plays games of at least two different genres, with the most frequent type being role-playing games (49%).
“Each gamer usually plays games of at least two different genres, with the most frequent type being role-playing games (49 %).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataOur interview findings were inconsistent with the quantitative results regarding GPA, as participants reported outperforming their peers in English-oriented classes primarily due to their engagement with digital games.
“In addition, our interview findings were inconsistent with the quantitative results regarding GPA, as participants reported outperforming their peers in English-oriented classes primarily due to their engagement with digital games.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataAll but one respondent identified themselves as "gamers".
“In addition, all but one respondent identified themselves as “gamers”.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataAttitudes toward English were more positive among the players than among the non-players (Hypothesis 1 was confirmed).
“attitudes toward English were more positive among the players than among the non-players (Hypothesis 1 was confirmed).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data45% of undergraduate EFL students in the study reported playing video games, compared to 58% in the EU report.
“where 45 % of undergraduate EFL students reported playing video games, compared to 58 % in the EU report.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [21] Statistical Office of the European Union Key Figures on Europe: Statistics Illustrated 2019 Edition 2019 Publications Office of the European Union https://ec.europa.eu/eurostat/documents/15216629/15222516/KS-EI-19-001-EN-N.pdf/cced5315-a314-9bd2-fab2-85d85e55b184?t=1666864378561
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Probably not a substantial claim: may not pass S3 (load-bearing). The quote only partly states this claim.
Findingown dataStudents felt that digital games facilitated their academic performance in English language subjects/courses at all levels of education, from primary to tertiary.
“Students felt that digital games facilitated their academic performance in English language subjects/courses at all levels of education, from primary to tertiary.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataPlayers had higher average Language Attitude Scale scores than non-players, with a statistically significant difference (Z = 1.975, p = 0.048).
“The average scores obtained (within the interval 30–150) were higher in the group of players (107.18) than in non-players (101.59) (Fig. 1). The statistical difference between the groups was statistically significant at the level α = 0.05 (Z = 1.975, p = 0.048) (Table 1) as verified by the Wilcoxon Rank Sum Test.”
- Also stated in: § Abstract · plain
“The results reveal a significant improvement in vocabulary knowledge and a reported increase in positive language attitudes among gamers compared to non-gamers, with no significant difference in grade point averages between the two groups.”
Quote in the paperSubstantial claim- Also stated in: § Abstract · plain
May combine two claims.
Findingown dataMost players (43 respondents) indicated that playing computer games helps improve their English language competence, primarily vocabulary (89%) and pronunciation (31%).
“Most players (43 respondents) indicated that playing computer games helps improve their English language competence, primarily their vocabulary (89 %) and pronunciation (31 %).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataOther respondents disagreed with the stereotype and mentioned that for them being called a "gamer" was a compliment.
“However, other respondents disagreed with this stereotype and mentioned that for them being called a “gamer” was a compliment.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataRole-playing games ranked last in terms of GPA, while action-adventure games ranked second to last.
“Surprisingly, role-playing games ranked last in terms of GPA, while action-adventure games ranked second to last.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataAction-adventure ranked second in terms of language attitude, with role-playing games following closely behind.
“Additionally, action-adventure ranked second in terms of language attitude, with role-playing games following closely behind.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataNone of the participants reported playing educational or serious games, nor did they engage with number-based games.
“It is worth noting that none of the participants reported playing educational or serious games, nor did they engage with number-based games.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataMost non-players (89%) indicated playing computer games as helpful in increasing English language competence, mainly vocabulary (83%).
“Similarly, most non-players (89 %) also indicated playing computer games as helpful in increasing English language competence – mainly vocabulary (83 %).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataRespondents indicated that games were one of the factors that promoted positive attitudes toward English, along with having a good English teacher and watching interesting videos in English.
“The respondents indicated that games were one of the factors that promoted positive attitudes toward English, along with having a good English teacher and watching interesting videos in English.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataAll digital games identified in the study were commercially available off-the-shelf titles.
“Additionally, the study revealed that all digital games identified were commercially available off-the-shelf titles.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataBecause they used English as a primary language to communicate in the games, even though they spoke the same mother tongue, they often communicated in English outside of the gaming environment, such as at school during breaks.
“They also mentioned that because they used English as a primary language to communicate in the games, even though they spoke the same mother tongue, they often communicated in English outside of the gaming environment, such as at school during breaks.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingnone givenMost respondents considered learning with a good English teacher to be an equally important motivator for learning English.
“Interestingly, most respondents considered learning with a good English teacher to be an equally important motivator for learning English.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThese genres were also found to be more effective in improving cognitive abilities, particularly in vocabulary tests where they achieved the highest scores.
“These genres were also found to be more effective in improving cognitive abilities, particularly in vocabulary tests where they achieved the highest scores.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataThe frequency of game playing as determined by the questionnaire was significantly correlated only with the results of the Vocabulary Test (Hypothesis 6 was confirmed, Hypotheses 4 and 5 were rejected).
“Comparing the learners’ scores in the domain of attitude, achievement, and vocabulary, it was found that the frequency of game playing as determined by the questionnaire was significantly correlated only with the results of the Vocabulary Test (Hypothesis 6 was confirmed, Hypotheses 4 and 5 were rejected).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataRole-playing games scored the lowest in terms of GPA, with adventure-action games scoring the second lowest.
“Surprisingly, despite the vocabulary gains, role-playing games scored the lowest in terms of GPA, with adventure-action games scoring the second lowest.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
FindingreasoningMost players indicated a preference for multiplayer role-playing games, which were seen as not only more attractive but probably also beneficial to their language competence and attitude.
“Most players indicated a preference for multiplayer role-playing games, which were seen as not only more attractive but probably also beneficial to their language competence and attitude.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe vocabulary test scores of gamers were significantly higher than those of non-gamers (Hypothesis 3 was confirmed).
“Specifically, the vocabulary test scores of gamers were significantly higher than those of non-gamers (Hypothesis 3 was confirmed).”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationDGBL has been demonstrated to be an effective tool for enhancing foreign language learning outcomes in different contexts, with the majority of research in Asia and Europe.
“DGBL has been demonstrated to be an effective tool for enhancing foreign language learning outcomes [[8], [9], [10]] in different contexts with the majority of research in Asia and Europe (e.g., Ref. [[11], [12], [13]]).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [[8], [9], [10]]
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- cites [[11], [12], [13]]
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Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationForeign language learners reported an overall positive attitude towards learning a language using digital games and often cited increased motivation as a key benefit.
“Foreign language learners reported an overall positive attitude towards learning a language using digital games [[11], [15],43,46] and often cited increased motivation as one of the key benefits [10,12,38].”
Quote in the paperNot a substantial claim0 of 4 sources checked- cites [[11], [15],43,46]
Not checked in the free run.
- cites [10] Sailer M. Homner L. The gamification of learning: a meta-analysis Educ. Psychol. Rev. 32 1 2020 77 112 10.1007/s10648-019-09498-w source
Not checked in the free run.
- cites [12] Patra I. Shanmugam N. Ismail S.M. Mandal G. An Investigation of EFL Learners' Vocabulary Retention and Recall in a Technology-Based Instructional Environment: Focusing on Digital Games 2022 Education Research International 10 10.1155/2022/7435477 2022
Not checked in the free run.
- cites [38] Rasti A. Why digital games can Be advantageous in vocabulary learning Theor. Pract. Lang. Stud. 11 2021 111 118 10.17507/tpls.1102.01
Not checked in the free run.
May combine two claims.
PremisecitationThe game environment can evoke feelings of enjoyment and security, which might reduce learners' anxiety about using a foreign language and making mistakes.
“Additionally, the game environment can evoke feelings of enjoyment and security, which might reduce learners’ anxiety about using a foreign language and making mistakes [15,36,40].”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [15] Peake J. Reynolds A. “There's a sniper on that hill!”: gaming in English as a global language environment Angles 11 2020 10.4000/ANGLES.3237 source
Not checked in the free run.
- cites [36] Dincer N. Dincer R. The effect of a serious game on aviation vocabulary acquisition International Journal of Serious Games 8 4 2021 49 63 10.17083/ijsg.v8i4.464 source
Not checked in the free run.
- cites [40] Kralova Z. Kamenicka J. Tirpakova A. Positive emotional stimuli in teaching Foreign Language vocabulary System 104 October 2022 10.1016/j.system.2021.102678 102678–102678 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenAfter each interview question, the respondent's answers were repeated to confirm that the output data matched their intention.
“Additionally, after each interview question, the respondent's answers were repeated to confirm that the output data matched their intention.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataThe Vocabulary Test pilot had an internal consistency of 0.87.
“The pilot test (internal consistency 0.87) was conducted in a group of 10 respondents with characteristics of the research sample who subsequently did not further participate in the experiment.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataThe questionnaire pilot had an internal consistency of 0.82.
“The pilot was then conducted with a group of 10 respondents with the characteristics of the research sample (internal consistency 0.82).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
Study design and conductnone givenThe current sample (English majors) was rather homogeneous in terms of their English language competence.
“as the current sample (English majors) was rather homogeneous in terms of their English language competence.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationPeer debriefing and member-checking techniques were used to ensure the credibility of data collection and analysis.
“Peer debriefing and member-checking techniques were used to ensure the credibility of data collection and analysis, following the proposal by Lincoln and Guba [60] as cited in Cohen et al. [50] (p. 136).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [60] Lincoln Y.S. Guba E.G. Naturalistic Inquiry 1985 SAGE Publications Inc
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites [50] Cohen L. Manion L. Morrison K. Research Methods in Education sixth ed. 2007 Routledge
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S1 (asserted), S4 (based).
PremisecitationThe frequency of playing digital games in English can predict the level of outcome variables: English language attitude, English language academic achievement, and English vocabulary knowledge.
“The frequency of playing digital games in English was considered a predictor variable with the potential to predict the level of outcome variables [50] – English language attitude, English language academic achievement, and English vocabulary knowledge.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [50] Cohen L. Manion L. Morrison K. Research Methods in Education sixth ed. 2007 Routledge
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Interpretationown dataThe trend identified by the Statistical Office of the European Union [21] is reflected in our study.
“The trend identified by the Statistical Office of the European Union [21] is reflected in our study”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [21] Statistical Office of the European Union Key Figures on Europe: Statistics Illustrated 2019 Edition 2019 Publications Office of the European Union https://ec.europa.eu/eurostat/documents/15216629/15222516/KS-EI-19-001-EN-N.pdf/cced5315-a314-9bd2-fab2-85d85e55b184?t=1666864378561
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductreasoningPeer debriefing was utilized by consulting all output data with the other authors to review the interviews and identify potential errors or biases.
“Moreover, peer debriefing was utilized, similar to cross-examination, by consulting all output data with the other authors of this manuscript. This helped to review the interviews and identify any potential errors or biases.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Study design and conductreasoningAll variables were quantified using reliable research instruments, and cause-and-effect relationships were validated through the participants' perspectives in the interview.
“All variables (gaming frequency, attitudes toward language, academic achievement, and vocabulary knowledge) were quantified using reliable research instruments, and the cause-and-effect relationships were validated through the participant's perspectives in the interview.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
InterpretationreasoningThe motivation of common players to learn a language for games could be enhanced by intrinsic motivational models of language learning among EFL learners [62].
“Therefore, the motivation of common players to learn a language for games could be enhanced by intrinsic motivational models of language learning among EFL learners [62].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [62] Ryan R. Deci E. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being Am. Psychol. 55 2000 68 78 10.1037/0003-066X.55.1.68 11392867 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductown dataSix items with little discriminability were identified and replaced by different items.
“Following an analysis, six items with little discriminability for which the respondents consistently answered correctly were identified and replaced by different items.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenAll participants provided written informed consent.
“All participants provided written informed consent.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown dataThe findings highlight the potential of digital gaming to enhance vocabulary learning and foster positive attitudes towards language learning among EFL students.
“These findings highlight the potential of digital gaming to enhance vocabulary learning and foster positive attitudes towards language learning among EFL students.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataThis finding neither concurs with the results of other research demonstrating the facilitative effects of gaming on foreign language achievement (e.g., Ref. [63,64]), nor with the results showing that exam grades are negatively correlated with gaming frequency [28,29].
“This finding neither concurs with the results of other research demonstrating the facilitative effects of gaming on foreign language achievement (e.g., Ref. [63,64]), nor with the results showing that exam grades are negatively correlated with gaming frequency [28,29].”
Quote in the paperNot a substantial claim0 of 4 sources checked- cites [63] Suh S. Kim S.W. Kim N.J. Effectiveness of MMORPG-based instruction in elementary English education in Korea J. Comput. Assist. Learn. 26 5 2010 370 378 10.1111/j.1365-2729.2010.00353.x source
Not checked in the free run.
- cites [64] Sundqvist P. Wikström P. Out-of-school digital gameplay and in-school L2 English vocabulary outcomes System 51 July 2015 65 76 10.1016/j.system.2015.04.001 source
Not checked in the free run.
- cites [28] Ip B. Jacobs G. Watkins A. Gaming frequency and academic performance Australas. J. Educ. Technol. 24 4 2008 10.14742/ajet.1197 source
Not checked in the free run.
- cites [29] Drummond A. Sauer J.D. Timesplitters: playing video games before (but not after) school on weekdays is associated with poorer adolescent academic performance. A test of competing theoretical accounts Comput. Educ. 144 2020 103704 10.1016/j.compedu.2019.103704 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenA semi-structured individual interview was used in conjunction with other methods to triangulate the data.
“A semi-structured individual interview was used in conjunction with other methods to triangulate the data and further characterize the participants՚ self-perceptions and experiences of the impact of gaming and other activities on their English language attitude and achievement.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationThe Language Attitude Scale was inspired by the Foreign Language Enjoyment Scale and the Foreign Language Classroom Anxiety Scale.
“The scale (Appendix B) used was inspired by the Foreign Language Enjoyment Scale [55] and the Foreign Language Classroom Anxiety Scale [56].”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [55] Dewaele J.M. Macintyre P.D. The two faces of Janus? Anxiety and enjoyment in the foreign language classroom Stud. Second Lang. Learn. Teach. 4 2 2014 237 274 source
Not checked in the free run.
- cites [56] Horwitz E.K. Horwitz M.B. Cope J. Foreign Language classroom anxiety Mod. Lang. J. 70 2 1986 125 132 10.1111/j.1540-4781.1986.tb05256.x source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationThe interview data analysis followed the methodology described by Hycner.
“To analyze the data, we followed the methodology described by Hycner [61], as cited in Cohen et al. [50], (p. 471).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [61] Hycner R.H. Some guidelines for the phenomenological analysis of interview data Hum. Stud. 8 1985 279 303
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites [50] Cohen L. Manion L. Morrison K. Research Methods in Education sixth ed. 2007 Routledge
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
InterpretationreasoningThe majority of participants preferred games that included text or voice prompts, either directly or indirectly.
“Therefore, it can be inferred that the majority of participants preferred games that included text or voice prompts, either directly or indirectly.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationThe immersive experience provided by games gives players the opportunity to travel virtually [15], potentially increasing their interest in studying foreign languages and cultures.
“The immersive experience provided by games gives players the opportunity to travel virtually [15], potentially increasing their interest in studying foreign languages and cultures.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [15] Peake J. Reynolds A. “There's a sniper on that hill!”: gaming in English as a global language environment Angles 11 2020 10.4000/ANGLES.3237 source
Not checked in the free run.
May combine two claims.
Study design and conductown dataA direct comparison of average scores by game genre is problematic because the groups contain diverse amounts of players, so extreme values are often shown.
“However, a direct comparison of the average scores is rather problematic, as the groups contain diverse amounts of players, thus extreme values of the variables are often shown.”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductown dataThe Language Attitude Scale had acceptable internal consistency and test-retest reliability (Cronbach alpha = 0.88).
“In pilot testing an acceptable internal consistency level and test-retest reliability were revealed (Cronbach alpha = 0.88).”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Study design and conductown dataIt is important to interpret these conflicting findings with caution due to the small sample size, which may have led to extreme results.
“However, it is important to interpret these conflicting findings with caution due to the small sample size, which may have led to extreme results.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductreasoningThe sample size and structure is a limitation.
“A second limitation is the sample size and structure”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
InterpretationreasoningThe use of larger and more diverse populations may allow group distinctions to emerge more clearly.
“the use of larger and more diverse populations may allow group distinctions to emerge more clearly”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown dataWhile players may increase their vocabulary, this does not necessarily translate into academic success.
“This implies that while players may increase their vocabulary, this does not necessarily translate into academic success.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataThe findings presented are consistent with previous research indicating that the role-playing game genre may stimulate the highest cognitive domain [32,48,49], as evidenced by the highest vocabulary test scores.
“The findings presented are consistent with previous research indicating that the role-playing game genre may stimulate the highest cognitive domain [32,48,49], as evidenced by the highest vocabulary test scores.”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [32] Sundqvist P. Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary Lang. Learn. Technol. 23 1 2019 87 113
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites [48] Dixon D. Dixon T. Jordan E. Second Language (L2) gains through digital gamebased Language Learning (DGBLL): a meta-analysis Lang. Learn. Technol. 26 1 2022 1 25
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites [49] Peterson M. The use of massively multiplayer online role-playing games in CALL: an analysis of research Comput. Assist. Lang. Learn. 29 7 2016 1181 1194 10.1080/09588221.2016.1197949 source
Not checked in the free run.
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
Study design and conductreasoningOur efforts to develop a reliable instrument to measure this variable proved to be quite complicated.
“Nevertheless, our efforts to develop a reliable instrument to measure this variable proved to be quite complicated.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenAll participants provided informed consent to participate in the study.
“All participants provided informed consent to participate in the study.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
InterpretationcitationThese findings are consistent with Rasti's [38] study, which emphasizes the importance of these elements in learning foreign language vocabulary through digital games.
“These findings are consistent with Rasti's [38] study, which emphasizes the importance of these elements in learning foreign language vocabulary through digital games.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [38] Rasti A. Why digital games can Be advantageous in vocabulary learning Theor. Pract. Lang. Stud. 11 2021 111 118 10.17507/tpls.1102.01
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
InterpretationcitationOne contributing factor may be that students neglect academic responsibilities to spend more time gaming [28,29].
“One contributing factor may be that students neglect academic responsibilities to spend more time gaming [28,29].”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [28] Ip B. Jacobs G. Watkins A. Gaming frequency and academic performance Australas. J. Educ. Technol. 24 4 2008 10.14742/ajet.1197 source
Not checked in the free run.
- cites [29] Drummond A. Sauer J.D. Timesplitters: playing video games before (but not after) school on weekdays is associated with poorer adolescent academic performance. A test of competing theoretical accounts Comput. Educ. 144 2020 103704 10.1016/j.compedu.2019.103704 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenAll participants provided informed consent for the publication of their anonymized case details.
“All participants provided informed consent for the publication of their anonymized case details.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
Interpretationnone givenEFL students seem particularly receptive to and can benefit from the language side of games.
“They seem particularly receptive to and can benefit from the language side of games.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThe selection of test items was based on the authors' teaching and gaming experience.
“Although the selection of test items was based on the authors’ teaching and gaming experience”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThis study was reviewed and approved by Ethics Committee of Constantine the Philosopher University in Nitra, with approval number UKF/74/2024/191013:003.
“This study was reviewed and approved by Ethics Committee of Constantine the Philosopher University in Nitra, with the approval number: UKF/74/2024/191013:003.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown dataIt has been shown effective in increasing learners' positive attitudes toward learning a foreign language and expanding their foreign language vocabulary.
“It has been shown effective in increasing learners’ positive attitudes toward learning a foreign language and expanding their foreign language vocabulary.”
Quote in the paperSubstantial claim- The authors state this as an assumption: Playing digital games is an effective complementary activity that can be easily used in foreign language learning across diverse educational contexts.
Probably not a substantial claim: may not pass S3 (load-bearing).
InterpretationcitationThe wide variety and rapid development of digital games prevents the creation of a universal vocabulary test for digital game players [12,14].
“the wide variety and rapid development of digital games prevents the creation of a universal vocabulary test for digital game players [12,14].”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [12] Patra I. Shanmugam N. Ismail S.M. Mandal G. An Investigation of EFL Learners' Vocabulary Retention and Recall in a Technology-Based Instructional Environment: Focusing on Digital Games 2022 Education Research International 10 10.1155/2022/7435477 2022
Not checked in the free run.
- cites [14] Rasti-Behbahani A. Shahbazi M. Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge Comput. Assist. Lang. Learn. 38 8 2020 1920 1945 10.1080/09588221.2020.1846567 source
Not checked in the free run.
Probably not a substantial claim: may not pass S4 (based).
Interpretationnone givenGame playing cannot serve as a universal substitute for real-life communication practice.
“Nevertheless, game playing cannot serve as a universal substitute for real-life communication practice.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
Interpretationnone givenEFL students seem to be quite specific in this context.
“as EFL students seem to be quite specific in this context.”
Quote in the paperNot a substantial claim
The authors state this as an assumption.
A significant relationship could be demonstrated between the frequency of playing digital games in English and the outcome variables (English language attitude, academic achievement, and vocabulary knowledge).
“Another assumption was that a significant relationship could be demonstrated between the predictor variable and the outcome variables.”
The paper relies on this without support.
There is not much time in school curricula to include digital games in the classroom.
“There is not much time in school curricula to include digital games in the classroom, so the current study did not use the method of experiment from a longitudinal perspective.”
The authors state this as an assumption.
Playing digital games is an effective complementary activity that can be easily used in foreign language learning across diverse educational contexts.
“The results of this study confirm the authors' assumption that playing digital games is an effective complementary activity that can be easily used in foreign language learning across diverse educational contexts.”
The paper relies on this without support.
Multiplayer role-playing games offer storylines that can be highly controlled by the player and create situations that require a high degree of interaction and communication.
“Such games offer storylines that can be highly controlled by the player and create situations that require a high degree of interaction and communication.”
Statistics recomputed
Every reported test result, recomputed from its test statistic and degrees of freedom. A result shows as not adding up only once an independent check has confirmed it.
- Consistentz = 1.975reported p = .048 · recomputed p = .048
“(Z = 1.975, p = .048”
- Consistentz = 0.598reported p = .55 · recomputed p = .550
“(Z = 0.598, p = .550”
- Consistentz = 3.66reported p = 0 · recomputed p < .001
“(Z = 3.660, p = .000”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Adventure games are not the second-most popular genre
MinorThe discussion calls role-playing and adventure games the most popular genres, but Table 2 lists only 5 adventure players, fewer than for strategy, action, action-adventure, and simulation.
“the study found that the most popular genres were role-playing games and adventure games.”
“| Adventure | 5 | 15.8 | 6.02 | 105.2 | 26.44 | 2.05 | 0.43 | 2.4 | 1.52 |”
Adventure games did not have among the highest vocabulary scores
MinorThe discussion attributes the highest vocabulary-test scores to role-playing and adventure games. Table 2 gives adventure games a mean of 15.8, below six of the eight listed genres.
“These genres were also found to be more effective in improving cognitive abilities, particularly in vocabulary tests where they achieved the highest scores.”
“| Adventure | 5 | 15.8 | 6.02 | 105.2 | 26.44 | 2.05 | 0.43 | 2.4 | 1.52 |”
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The Use of Computer-Based Simulation to Aid Comprehension and Incidental Vocabulary Learning
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Digital games, literacy and language learning in L1 and L2
Hanghøj, T., Kabel, K., & Jensen, S. H. (2022) · L1 Educational Studies in Language and Literature · doi:10.21248/l1esll.2022.22.2.363 · Cited by 46 · see citing works
Making Sense of Genre: The Logic of Video Game Genre Organization
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Calvo-Ferrer, J. R., & Belda-Medina, J. (2021) · Multimodal Technologies and Interaction · doi:10.3390/mti5120080 · Cited by 43 · cited 1× · see citing works
“European contributions to the topic have originated from Finland [14], France [15], and Spain [16,17].”
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Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge
Rasti-Behbahani, A., & Shahbazi, M. (2022) · Computer Assisted Language Learning · doi:10.1080/09588221.2020.1846567 · Cited by 37 · see citing works
Potential paradigms and possible problems for CALL
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Empowering Learners with Role-Playing Game for Vocabulary Mastery
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Why Digital Games Can Be Advantageous in Vocabulary Learning
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“Additionally, the game environment can evoke feelings of enjoyment and security, which might reduce learners ’ anxiety about using a foreign language and making mistakes [15,36,40].”
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“Furthermore, few of the research studies we found [19] explicitly explore the relationship between digital gaming and both cognitive and affective aspects of foreign language learning.”
Background
Flagged first, then by citations
Research works printed but not linked: 2
- 2022, Key facts about the European video games sector, Video Games Europe, 32
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Cited by
Sorted by citations
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
“…digital games in out-of-classroom learning contexts not only quantitatively but also within a learner-centered and affective process-integrated framework (Calafato and Clausen, 2025; Leona et al., 2020; Rezai and Goodarzi, 2025; Uztosun and Sundqvist, 2025; Vnucko et al., 2024; Zhang and Lai, 2024).”
- Authors
- Vnucko, G., Kralova, Z., & Tirpakova, A.
- Venue
- Heliyon
- Publisher
- Elsevier BV
- Published
- 2024-07
- Volume
- 10
- Issue
- 13
- Pages
- e33301
- ISSN
- 2405-8440 (ISSN-L)
- PMC
- PMC11260936
- OpenAlex
- W4399881497
- Semantic Scholar
- 78ea73aa980f0781ea233d0b14a7300775104910
- Cited by
- 7
- References
- 60
- Citations by year
- 2026: 2 · 2025: 4 · 2024: 1
- FWCI
- 5.45
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Heliyon (publishedVersion, cc-by-nc)
- PubMed Central (publishedVersion, cc-by-nc)
- PubMed (publishedVersion)
- Repository of TBU publications (Univerzita Tomase Bati ze Zline) (submittedVersion, cc-by-nc)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- Kultúrna a Edukacná Grantová Agentúra MŠVVaŠ SR (001UKF-4/2024)
- 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 › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
- Keywords
- digital gaming, educational video games, language attitudes, English as a foreign language, vocabulary acquisition, academic performance, university students, game-based language learning
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.
Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-08.
Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-08.
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.
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