Online Vocabulary Games as a Tool for Teaching and Learning English Vocabulary
Abstract
Vocabulary learning is often perceived as boring by learners, especially for those who grew up in the digital age. This paper reports a study of the usefulness of online games in vocabulary learning for some undergraduate students. Three teachers and 100 engineering students participated in a quasi‐experimental study for approximately nine weeks. The experimental group learnt some vocabulary from two carefully selected web sites with games, while the control group learnt the same vocabulary through activity‐based lessons. A pre‐test and post‐test were conducted in the first and ninth weeks. The findings indicate that the experimental group outperformed the control group statistically in the post‐test. The students in the experimental group generally preferred online learning supplemented with digital educational games to conventional activity‐based lessons. The teachers thought highly of the online games, but they expressed concern that extra support was required if the online games were adopted as a core part of their teaching. Les jeux de vocabulaire en ligne comme outil d’enseignement et d’apprentissage du vocabulaire anglais Les apprenants et surtout ceux qui ont grandi à l’époque du numérique, trouvent souvent que l’apprentissage du vocabulaire est fastidieux. Cet article présente une étude de l’utilité des jeux en ligne dans l’apprentissage du vocabulaire pour certains étudiants de premier cycle. Trois professeurs et 100 étudiants d’ingéniérie ont participé à une étude semi expérimentale pendant neuf semaines environ. Le groupe expérimental a appris du vocabulaire à partir de deux sites Web offrant des jeux et soigneusement sélectionnés tandis que le groupe de contrôle apprenait le même vocabulaire dans des leçons fondées sur des activités. Le pre‐test et le post‐test ont été effectués au cours de la première et de la neuvième semaines. Les résultats montrent que le groupe expérimental a statistiquement obtenu de meilleurs résultats au post‐test que le groupe de contrôle. Les étudiants du groupe expérimental ont généralement préféré l’apprentissage en ligne accompagné de jeux éducatifs numériques aux leçons conventionnelles fondées sur des activités. Les professeurs ont une bonne opinion des jeux en ligne mais ils ont exprimé leur inquiétude quant à la nécessité d’un soutien supplémentaire si les jeux en ligne étaient adoptés comme élément fondamental dans leur enseignement. Online‐Vokabel‐Lernspiele als Mittel für das Lehren und Lernen englischer Vokabeln Vokabellernen wird von Anfängern oft als langweilig empfunden, besonders von jenen, die im “digitale Age” aufgewachsen sind. Dieser Beitrag berichtet über die Nützlichkeit, Online‐Spiele für das Vokabellernen bei einigen Anfänger‐Studenten einzusetzen. Drei Lehrer und 100 Technikstudenten nahmen an einer etwa neun Wochen laufenden quasi experimentellen Studie teil. Die experimentelle Gruppe lernte Vokabeln mit Hilfe zweier sorgfältig ausgewählter Web‐Sites mit Spielen, während die Kontrollgruppe dasselbe Vokabular durch aktivitätsbasierten Unterricht lernte. Vortest und Nachtest wurden in der ersten und in der neunten Wochen durchgeführt. Die Ergebnisse zeigen, dass im Nachtest die experimentelle Gruppe die Kontrollgruppe statistisch übertraf. Die Studenten in der experimentellen Gruppe bevorzugten im Allgemeinen das mit digitalen Lernspielen ergänzte Online‐Lernen gegenüber konventionellen aktivitätsbasierten Unterrichtsstunden. Die Lehrer bewerteten die Online‐Lernspiele hoch, drückten aber auch die Sorge aus, dass zusätzliche Unterstützung nachgefragt werden könnte, falls die Online‐Spiele als ein zentraler Teil ihres Lehrens übernommen werden würden. Los juegos de vocabulario en linea como herramientas de enseñanza y aprendizaje del vocabulario inglés El aprendizaje del vocabulario muchas veces aparece como un trabajo bastante aburrido especialmente para los alumnos de la generación digital. Este artículo presenta un estudio sobre la utilidad de los juegos en línea para el aprendizaje del vocabulario entre algunos alumnos de primer ciclo. Tres profesores y 100 estudiantes de ingeniería han participado en esa casi experimental investigación durante aproximadamente nueve semanas. El grupo experimental aprendió vocabulario por medio de juegos encontrados en dos sitios web cuidadosamente seleccionados mientras que el grupo de control aprendía el mismo vocabulario por medio de lecciones basadas en actividades. El pre‐test y el post‐test tuvieron lugar en la primera y en la novena semanas. Los resultados indican que el grupo experimental cumpló mejores estadísticas en el post‐test. En general los estudiantes del grupo experimental preferían el aprendizaje en línea entremezclado con juegos educativos digitales a las lecciones convencionales basadas en actividades. Los profesores tuvieron una excelente opinión de los juegos en linea pero expresarón su preocupación frente a la necesidad de conseguir extra soporte si los juegos en línea estuviesen adoptad
Integrity signals
Registry
Cites
Statistics
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?
The repetition of the target words might have been reinforced by the sense or desire of winning among players.
“In fact, the repetition of the target words might have been reinforced by the sense or desire of winning among players, as highlighted in previous research [67].”
From The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us (2021) · cites this paper as [67]
Cites
Statistical Power Analysis for the Behavioral Sciences
Muller, K. E., & Cohen, J. (1989) · Technometrics · doi:10.2307/1270020 · Cited by 99,588 · see citing works
Statistical power analysis for the behavioral sciences
Cohen, J. (1990) · Computers Environment and Urban Systems · doi:10.1016/0198-9715(90)90050-4 · Cited by 65,406 · see citing works
Prensky, M. (2003) · Computers in entertainment · doi:10.1145/950566.950596 · Cited by 3,106 · see citing works
Teaching English as a second or foreign language
Celce‐Murcia, M. (1991) · Cited by 2,913 · see citing works
Tatnall, A. (2020) · Encyclopedia of Education and Information Technologies · doi:10.1007/978-3-030-10576-1_300187 · Cited by 2,893 · see citing works
Digital game-based learning: Towards an experiential gaming model
Kiili, K. (2005) · The Internet and Higher Education · doi:10.1016/j.iheduc.2004.12.001 · Cited by 1,457 · see citing works
Teaching and Learning Vocabulary
Gader, R., & Taylor, L. K. (1991) · TESOL Quarterly · doi:10.2307/3587090 · Cited by 1,443 · see citing works
Vocabulary and language teaching
(1989) · System · doi:10.1016/0346-251x(89)90076-6 · Cited by 951 · see citing works
Burston, J. (2013) · IALLT Journal of Language Learning Technologies · doi:10.17161/iallt.v43i2.8528 · Cited by 897 · see citing works
Curriculum Landscapes and Trends
van den Akker, J., Kuiper, W., & Hameyer, U. (2003) · Springer eBooks · doi:10.1007/978-94-017-1205-7 · Cited by 350 · see citing works
Ruben, B. D. (1999) · Simulation & Gaming · doi:10.1177/104687819903000409 · Cited by 347 · see citing works
Vocabulary: Applied Linguistic Perspectives
Myers, G., & Carter, R. (1989) · College Composition and Communication · doi:10.2307/358147 · Cited by 335 · see citing works
Techniques in Teaching Vocabulary
Allen, V. F. (1983) · Cited by 333 · see citing works
Computer assisted second language vocabulary acquisition
Groot, P. J. M. (2000) · Language learning & technology · doi:10.64152/10125/25087 · Cited by 233 · see citing works
The Asian EFL Journal Quarterly
Bernat, E. (2010) · Cited by 156 · see citing works
Vocabulary: Applied linguistic perspectives
Meara, P. M. (1989) · System · doi:10.1016/0346-251x(89)90075-4 · Cited by 146 · see citing works
Game-Based Learning: How to Delight and Instruct in The 21st Century.
Foreman, J. E. (2004) · Educational Review · Cited by 108 · see citing works
Can software support children's vocabulary development?
Wood, J. M. (2001) · Language learning & technology · doi:10.64152/10125/25116 · Cited by 90 · see citing works
Consequences of ICT for Aims, Contents, Processes, and Environments of Learning
Voogt, J. M. (2004) · Springer eBooks · doi:10.1007/978-94-017-1205-7_13 · Cited by 82 · see citing works
Proceedings of the 17th International Conference on Computers in Education
Ding, N. (2009) · Cited by 70 · see citing works
Games for all reasons : interacting in the language classroom
Schultz, M., & Fisher, A. H. (1988) · Addison-Wesley eBooks · Cited by 12 · see citing works
The visualization of foreign language vocabulary in CALL
Heidemann, A. (1996) · Cited by 7 · see citing works
Flagged first, then by citations
Cited by
Sorted by citations
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 · see citing works
A meta-analysis of the cognitive and motivational effects of serious games.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013) · Journal of Educational Psychology · doi:10.1037/a0031311 · Cited by 1,864 · see citing works
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016) · Review of Educational Research · doi:10.3102/0034654315582065 · Cited by 1,274 · see citing works
A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES
SITZMANN, T. (2011) · Personnel Psychology · doi:10.1111/j.1744-6570.2011.01190.x · Cited by 882 · see citing works
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 · see citing works
Mayer, R. E. (2018) · Annual Review of Psychology · doi:10.1146/annurev-psych-010418-102744 · Cited by 454 · see citing works
Assessing the effectiveness of digital game-based learning: Best practices
All, A., Castellar, E. P. N., & LOOY, J. V. (2015) · Computers & Education · doi:10.1016/j.compedu.2015.10.007 · Cited by 363 · see citing works
A Qualitative Meta-Analysis of Computer Games as Learning Tools
Ke, F. (2009) · Handbook of Research on Effective Electronic Gaming in Education · doi:10.4018/978-1-59904-808-6.ch001 · Cited by 362 · see citing works
Acquah, E. O., & Katz, H. T. (2020) · Computers & Education · doi:10.1016/j.compedu.2019.103667 · Cited by 280 · see citing works
Effectiveness of MMORPG-based instruction in elementary English education in Korea
Suh, S., Kim, S. W., & Kim, N. J. (2010) · Journal of Computer Assisted Learning · doi:10.1111/j.1365-2729.2010.00353.x · Cited by 190 · see citing works
Hao, Y., Lee, K. S., Chen, S.-T., & Sim, S. C. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.10.013 · Cited by 174 · see citing works
Tsai, Y.-L., & Tsai, C.-C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.06.020 · Cited by 164 · see citing works
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
Serious Games Effects: An Overview
Giessen, H. W. (2015) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2015.01.881 · Cited by 147 · see citing works
Aghlara, L., & Tamjid, N. H. (2011) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2011.11.275 · Cited by 130 · see citing works
Chiu, Y., Kao, C., & Reynolds, B. L. (2012) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2012.01295.x · Cited by 121 · see citing works
Hainey, T., Connolly, T. M., Stansfield, M., & Boyle, E. A. (2011) · Computers & Education · doi:10.1016/j.compedu.2011.06.001 · Cited by 121 · see citing works
Calvo‐Ferrer, J. R. (2017) · British Journal of Educational Technology · doi:10.1111/bjet.12387 · Cited by 120 · see citing works
Ashraf, H., Motlagh, F. G., & Salami, M. (2014) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2014.03.418 · Cited by 114 · see citing works
Hwang, G., & Wang, S.-Y. (2016) · Computers & Education · doi:10.1016/j.compedu.2016.07.005 · Cited by 113 · see citing works
Divjak, B., & Tomić, D. (2011) · University of Zagreb University Computing Centre (SRCE) · Cited by 111 · see citing works
Vandercruysse, S., Vandewaetere, M., & Clarebout, G. (2012) · IGI Global eBooks · doi:10.4018/978-1-4666-0149-9.ch032 · Cited by 108 · see citing works
Computer-Assisted Second Language Vocabulary Instruction: A Meta-Analysis
Chiu, Y. (2013) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2012.01342.x · Cited by 108 · see citing works
Thompson, C. G., & von Gillern, S. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100332 · Cited by 105 · see citing works
Kahoot! A Digital Tool for Learning Vocabulary in a language classroom
Medina, E. G. L., & Hurtado, C. P. R. (2017) · revista · Cited by 100 · see citing works
Rodriguez, D. M., Teesson, M., & Newton, N. C. (2014) · Drug and Alcohol Review · doi:10.1111/dar.12102 · Cited by 92 · see citing works
Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review.
All, A., Castellar, E. P. N., & LOOY, J. V. (2014) · International Journal of Serious Games · doi:10.17083/ijsg.v1i2.18 · Cited by 88 · see citing works
Abrams, S. S., & Walsh, S. (2014) · Journal of Adolescent & Adult Literacy · doi:10.1002/jaal.315 · Cited by 85 · see citing works
ICTs in English Learning and Teaching
Drigas, A. S., & Charami, F. (2014) · International Journal of Recent Contributions from Engineering Science & IT (iJES) · doi:10.3991/ijes.v2i4.4016 · Cited by 81 · see citing works
Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education
Castillo-Cuesta, L. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i20.16159 · Cited by 81 · see citing works
A Qualitative Meta-Analysis of Computer Games as Learning Tools
Ke, F. (2011) · IGI Global eBooks · doi:10.4018/978-1-60960-195-9.ch701 · Cited by 80 · see citing works
Huang, Y.-M., & Huang, Y. (2015) · Educational Technology Research and Development · doi:10.1007/s11423-015-9382-9 · Cited by 74 · see citing works
Stealth Learning: Unexpected Learning Opportunities Through Games
Sharp, L. (2012) · Journal of Instructional Research · doi:10.9743/jir.2013.6 · Cited by 68 · see citing works
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
Exploiting adventure video games for second language vocabulary recall: a mixed-methods study
Enayat, M. J., & Haghighatpasand, M. (2017) · Innovation in Language Learning and Teaching · doi:10.1080/17501229.2017.1359276 · Cited by 58 · see citing works
Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis
Dixon, D. H., Dixon, T., & Jordan, E. (2022) · Language Learning & Technology · doi:10.64152/10125/73464 · Cited by 88 · see citing works
“For example, one study that was included in Tsai and Tsai’s meta-analysis (Yip & Kwan, 2006) used games that were simply digital crossword puzzles and tile-moving games (p. 238).”
BackgroundDigital Simulation Games for Social Studies Classrooms
Devlin‐Scherer, R., & Sardone, N. B. (2010) · The Clearing House A Journal of Educational Strategies Issues and Ideas · doi:10.1080/00098651003774836 · Cited by 54 · see citing works
Digital Game‐Based Learning of Formulaic Expressions in Second Language Chinese
Tang, X., & Taguchi, N. (2021) · Modern Language Journal · doi:10.1111/modl.12725 · Cited by 52 · see citing works
Chu, H., & Chang, S. (2013) · Educational Technology Research and Development · doi:10.1007/s11423-013-9323-4 · Cited by 50 · see citing works
Calvo-Ferrer, J. R., & Belda-Medina, J. (2021) · Multimodal Technologies and Interaction · doi:10.3390/mti5120080 · Cited by 43 · see citing works
“In fact, the repetition of the target words might have been reinforced by the sense or desire of winning among players, as highlighted in previous research [67].”
ResultLearning in Single-Versus Multiplayer Games: The More the Merrier?
Harteveld, C., & Bekebrede, G. (2010) · Simulation & Gaming · doi:10.1177/1046878110378706 · Cited by 43 · see citing works
Wu, Q., Zhang, J., & Wang, C. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i17.11758 · Cited by 42 · see citing works
Effects of interactive alignment on L2 vocabulary learning by Chinese EFL learners
Zhou, X., & Wang, C. (2021) · Language Teaching Research · doi:10.1177/13621688211004629 · Cited by 41 · see citing works
Uzun, L. (2009) · Bursa Uludag University - AVESIS · Cited by 41 · see citing works
JOGOS EDUCACIONAIS: CONTRIBUIÇÕES DA NEUROCIÊNCIA À APRENDIZAGEM
Ramos, D. K., Lorenset, C. C., & Petri, G. (2016) · Revista X · doi:10.5380/rvx.v2i1.2016.46530 · Cited by 39 · see citing works
Effects of a computer game on mathematics achievement and class motivation: an experimental study
Hirumi, A. “. C., & Kebritchi, M. (2008) · Journal of International Crisis and Risk Communication Research · Cited by 39 · see citing works
Investigating effects of computer-mediated feedback on L2 vocabulary learning
Li, R. (2023) · Computers & Education · doi:10.1016/j.compedu.2023.104763 · Cited by 38 · see citing works
Using Online Computer Games in the ELT Classroom: A Case Study
Vasileiadou, I., & Zafiri, M. (2017) · English Language Teaching · doi:10.5539/elt.v10n12p134 · Cited by 38 · see citing works
Kes Sesi: A mobile game designed to improve kindergarteners' recognition of letter sounds
Samur, Y. (2018) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12331 · Cited by 38 · see citing works
Game-based collaborative vocabulary learning in blended and distance L2 learning
Bahari, A. (2022) · Open Learning: The Journal of Open, Distance and e-Learning · doi:10.1080/02680513.2020.1814229 · Cited by 36 · see citing works
Relationship between Motivation and Student’s Activity on Educational Game
Park, H. (2013) · Cited by 36 · see citing works
Explicit vocabulary instruction: Effects of vocabulary learning on Form Two ESL learners
Tahir, M. H. M., Shah, D. S. M., Shak, M. S. Y., Albakri, I. S. M. A., & Adnan, A. H. M. (2021) · Studies in English Language and Education · doi:10.24815/siele.v8i3.19539 · Cited by 36 · see citing works
Gaming and Confrustion Explain Learning Advantages for a Math Digital Learning Game
Richey, J. E., Zhang, J., Das, R., Andres-Bray, J. M. L., Scruggs, R., Mogessie, M., Baker, R. S., & McLaren, B. M. (2021) · Lecture notes in computer science · doi:10.1007/978-3-030-78292-4_28 · Cited by 33 · see citing works
The effectiveness of L2 vocabulary instruction: a meta-analysis
Yousefi, M. H., & Biria, R. (2018) · Asian-Pacific Journal of Second and Foreign Language Education · doi:10.1186/s40862-018-0062-2 · Cited by 32 · see citing works
The Effects of Explicit Vocabulary Instructions on Secondary ESL Students’ Vocabulary Learning
Tahir, M. H. M., Albakri, I. S. M. A., Adnan, A. H. M., & Karim, R. A. (2020) · 3L The Southeast Asian Journal of English Language Studies · doi:10.17576/3l-2020-2602-12 · Cited by 31 · see citing works
Learning a second language by playing a game
James, K. K., & Mayer, R. E. (2018) · Applied Cognitive Psychology · doi:10.1002/acp.3492 · Cited by 30 · see citing works
Why Digital Games Can Be Advantageous in Vocabulary Learning
Rasti-Behbahani, A. (2021) · Theory and Practice in Language Studies · doi:10.17507/tpls.1102.01 · Cited by 29 · see citing works
Effects of Educational Video Games on English Vocabulary Learning and Retention
Gunel, E., & Top, E. (2022) · International Journal of Technology in Education · doi:10.46328/ijte.225 · Cited by 29 · see citing works
Learning efficacy and user acceptance of a game-based social skills learning environment
Tan, J. L., Goh, D. H., Ang, R. P.-H., & Huan, V. S. L. (2016) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2016.09.001 · Cited by 29 · see citing works
Development and evaluation of ‘Pure Rush’: An online serious game for drug education
Stapinski, L., Reda, B., Newton, N., Lawler, S., Rodriguez, D. M., Chapman, C., & Teesson, M. (2018) · Drug and Alcohol Review · doi:10.1111/dar.12611 · Cited by 27 · see citing works
Rachayon, S., & Soontornwipast, K. (2019) · English Language Teaching · doi:10.5539/elt.v12n7p12 · Cited by 28 · see citing works
Gamifying English Language Learning through Interactive Storytelling and MALL Technologies
Raffone, A. (2022) · Language Teaching Research · doi:10.1177/13621688221110206 · Cited by 27 · see citing works
Student Agency and Game-Based Learning: A Study Comparing Low and High Agency
Nguyen, H. A., Harpstead, E., Wang, Y., & McLaren, B. M. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-93843-1_25 · Cited by 27 · see citing works
Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review
Li, K., Peterson, M., Wang, Q., & Wang, H. (2024) · Computer Assisted Language Learning · doi:10.1080/09588221.2023.2299436 · Cited by 26 · see citing works
A review of the effects of media on foreign language vocabulary acquisition
Nguyen, N. T. T. (2021) · International Journal of TESOL & Education · Cited by 24 · see citing works
Wang, F. L., Zhang, R., Zou, D., Au, O. T.-S., Xie, H., Wong, L. P., & |, |. (2021) · Knowledge Management & E-Learning An International Journal · doi:10.34105/j.kmel.2021.13.014 · Cited by 24 · see citing works
Muhammad, A. F. (2016) · International Electronics Symposium (IES) · doi:10.1109/elecsym.2016.7861054 · Cited by 24 · see citing works
Multimedia Games and Vocabulary Learning
Ghanbaran, S., & Ketabi, S. (2014) · Theory and Practice in Language Studies · doi:10.4304/tpls.4.3.489-496 · Cited by 23 · see citing works
Gamified approach to teaching introductory astronomy online
Barringer, D. F., Plummer, J. D., Kregenow, J. M., & Palma, C. (2018) · Physical Review Physics Education Research · doi:10.1103/physrevphyseducres.14.010140 · Cited by 23 · see citing works
Alzahrani, H. (2015) · Arab World English Journal · doi:10.2139/ssrn.2834731 · Cited by 23 · see citing works
Vocabulary Enhancement Through Multimedia Learning Among Grade 7th EFL Students
Indonesia, U. A., & Katemba, C. V. (2022) · Mextesol journal. · doi:10.61871/mj.v46n1-8 · Cited by 23 · see citing works
Tzuo, P.-W. (2012) · Educational Research and Reviews · doi:10.5897/err11.072 · Cited by 22 · see citing works
Arsini, N. N., Santosa, M. H., & Marsakawati, N. P. E. (2022) · ELSYA Journal of English Language Studies · doi:10.31849/elsya.v4i2.8732 · Cited by 21 · see citing works
AN ANALYSIS OF DIFFICULTIES IN ONLINE ENGLISH LEARNING EXPERIENCED BY THE EFL TEACHER
Sardi, A., Muh. Firmansyah, J. N., Walid, A., & Ahmad, A. K. (2022) · Inspiring English Education Journal · doi:10.35905/inspiring.v5i2.2806 · Cited by 21 · see citing works
Fun to Enhance Learning, Motivation, Self-efficacy, and Intention to Play in DGBL
Tisza, G., Zhu, S., & Markopoulos, P. (2021) · Lecture notes in computer science · doi:10.1007/978-3-030-89394-1_3 · Cited by 20 · see citing works
Lūka, I. (2018) · Quality Assurance in Education · doi:10.1108/qae-04-2018-0051 · Cited by 20 · see citing works
Video Games: Their Influence on English as a Foreign Language Vocabulary Acquisition
Vásquez, G. C., & Ovalle, J. C. (2019) · GiST Education and Learning Research Journal · doi:10.26817/16925777.707 · Cited by 20 · see citing works
Online Games for Primary School Vocabulary Teaching and Learning: A Literature Review
Hasram, S., Arif, F. K. M., Nasir, M. K. M., Mohamad, M. B., Daud, M. Y., Rahman, M. J. A., & Mohammad, W. M. R. W. (2020) · Creative Education · doi:10.4236/ce.2020.1111170 · Cited by 20 · see citing works
Arakawa, R., Yakura, H., & Kobayashi, S. (2022) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3491102.3501839 · Cited by 19 · see citing works
Gaming enhances learning-induced plastic changes in the brain
Junttila, K., Smolander, A.-R. M., Karhila, R., Giannakopoulou, A., Uther, M., Kurimo, M., & Ylinen, S. (2022) · Brain and Language · doi:10.1016/j.bandl.2022.105124 · Cited by 18 · see citing works
The victory of a non-digital game over a digital one in vocabulary learning
Naderi, S., & Moafian, F. (2023) · Computers and Education Open · doi:10.1016/j.caeo.2023.100135 · Cited by 18 · see citing works
CALL in the Form of Simulation Games: Teaching English Vocabulary and Pronunciation through Sims
Meihami, H., Meihami, B., & Varmaghani, Z. (2013) · International Letters of Social and Humanistic Sciences · doi:10.18052/www.scipress.com/ilshs.8.57 · Cited by 18 · see citing works
ARGuing for Multilingual Motivation in Web 2.0
Hainey, T., Connolly, T. M., Stansfield, M., & Boyle, L. (2011) · Advances in game-based learning book series · doi:10.4018/978-1-60960-495-0.ch012 · Cited by 17 · see citing works
Kaufman, G. F., & Flanagan, M. (2016) · doi:10.26503/dl.v2016i1.795 · Cited by 17 · see citing works
Pengaruh Game Online terhadap Kemampuan Berbahasa Inggris
Prastius, E. (2020) · Computer Based Information System Journal · doi:10.33884/cbis.v8i2.1959 · Cited by 16 · see citing works
Bullard, S. B., & Anderson, N. (2014) · Journalism & Mass Communication Educator · doi:10.1177/1077695813518778 · Cited by 16 · see citing works
Using computer games to improve secondary school students’ vocabulary acquisition in English
Letchumanan, K., & Tan, B. H. (2012) · Universiti Putra Malaysia Institutional Repository (Universiti Putra Malaysia) · Cited by 15 · see citing works
Game on: the impact of game features in computer-based training
Fritzsche, B., & Derouin-Jessen, R. E. (2008) · PsycEXTRA Dataset · doi:10.1037/e518392013-283 · Cited by 18 · see citing works
Pi, Z., Yu, Q., Zhang, Y., Li, Y., Chen, H., & Yang, J. (2023) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12871 · Cited by 14 · see citing works
Using Serious Games in Logistics Education
Pacheco-Velazquez, E. A., & Palma-Mendoza, J. A. (2021) · International Conference on Industrial Engineering and Industrial Management (IEIM) · doi:10.1145/3447432.3447438 · Cited by 14 · see citing works
A Mobile Game for Learning English Vocabulary with Augmented Reality Block Builder
Lee, L., Chau, C.-P., Tsoi, K.-N., Yang, N. L., & Wu, N. (2019) · Communications in computer and information science · doi:10.1007/978-981-13-9895-7_11 · Cited by 14 · see citing works
Effectiveness of Type of Feedback and Frequency on Digital Game-Based L2 Vocabulary Acquisition
Calvo-Ferrer, J. R. (2021) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2021070103 · Cited by 13 · see citing works
Analyzing the gender influence on the interest in engineering and technical subjects
Mouronte-López, M. L., García, A., Bautista, S., & Cortés, C. C. (2020) · International Journal of Technology and Design Education · doi:10.1007/s10798-020-09580-3 · Cited by 13 · see citing works
Zohud, N. W. I. (2019) · PUBLICACIONES · doi:10.30827/publicaciones.v49i2.11346 · Cited by 13 · see citing works
Adaptive systems as enablers of feedback in English language learning game-based environments
Gavriushenko, M., Karilainen, L., & Kankaanranta, M. (2015) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie.2015.7344107 · Cited by 13 · see citing works
Designing a Constructivist Vocabulary Learning Material
Daloğlu, A., Baturay, M. H., & Yıldırım, S. (2009) · IGI Global eBooks · doi:10.4018/978-1-59904-994-6.ch012 · Cited by 13 · see citing works
A Review of the Moodle Gamification Plugin “Level Up”
Sinnott, M., & Xia, L. A. (2020) · International Journal of Computer-Assisted Language Learning and Teaching · doi:10.4018/ijcallt.2020070107 · Cited by 13 · see citing works
Sanchez, D. R., Nelson, T., Kraiger, K., Weiner, E., Lu, Y.-C., & Schnall, J. (2021) · International Journal of Training and Development · doi:10.1111/ijtd.12233 · Cited by 13 · see citing works
Synthesis of Research on Video Games for the Four Second Language Skills and Vocabulary Practice
Yudintseva, A. (2015) · Open Journal of Social Sciences · doi:10.4236/jss.2015.311011 · Cited by 13 · see citing works
The Use of WeChat Application on CFL Learners' Vocabulary Acquisition.
Pamintuan, C. F., Mallari, D. G., Garcia, N. T., Galang, J. P., & Buduan, R. M. B. (2018) · TESOL journal (Laguna) · Cited by 13 · see citing works
- Authors
- Yip, F. W. M., & Kwan, A. C. M.
- Affiliations
- Hong Kong University of Science and Technology (HK)
- University of Hong Kong (HK)
- Corresponding author
- Kwan, Alvin C. M.
- Venue
- Educational Media International
- Publisher
- Informa UK Limited
- Published
- 2006-09
- Volume
- 43
- Issue
- 3
- Pages
- 233-249
- ISSN
- 0952-3987 (ISSN-L)
- 1469-5790
- OpenAlex
- W2023394508
- Cited by
- 278
- References
- 22
- Citations by year
- 2026: 3 · 2025: 6 · 2024: 8 · 2023: 17 · 2022: 25 · 2021: 30 · 2020: 20 · 2019: 18 · 2018: 28 · 2017: 13 · 2016: 11 · 2015: 16 · 2014: 16 · 2013: 17 · 2012: 13
- FWCI
- 7.36
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Educational Media International (publishedVersion)
- Hong Kong Education Bibliographic Database (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Information Systems › English Language Learning and Teaching
- Keywords
- English vocabulary learning, educational video games, game-based learning, English as a foreign language, engineering students, undergraduate students, activity-based lessons, learner preferences, teacher perceptions, online 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.
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