Cited by 14Educational Games and GamificationEFL/ESL Teaching and LearningSecond Language Acquisition and Learning

Digital game-playing to enhance English vocabulary and content learning among anxious foreign language students

Yang, Yu-Fen, Goh, Alexis P.I., Hu, Chih-Chien, Chen, Nian-Shing, Lai, Siao-Cing·2025·Computer Assisted Language Learning

Abstract

This study aimed to investigate how game-playing affected low- and high-anxiety students’ English vocabulary and content learning in a digital game-based learning (DGBL) environment. The participants were 132 fifth-grade English as a Foreign Language (EFL) students, divided into an experimental group using DGBL instruction (n = 68) and a control group using traditional instruction (n = 64). They were defined as low- and high-anxiety students based on the Foreign Language Classroom Anxiety Scale (FLCAS), with 38 low- and 30 high-anxiety students in the experimental group and 34 low- and 30 high-anxiety students in the control group. Data was collected from FLCAS, game-playing logs, pre- and post-tests, and an open-ended questionnaire. The results found that both low- and high-anxiety students benefited from a DGBL environment designed with game mechanics (game challenges, points, and comments) to improve their English vocabulary and content learning performance, with high-anxiety students making greater progress. In the DGBL environment, the game challenges for entertainment purposes motivated the high-anxiety students to engage in learning. The high-anxiety students’ confidence in learning was then enhanced through the points and positively encouraging comments, leading to active and repeated engagement in game-playing. This self-motivated learning facilitated the high-anxiety students’ English vocabulary and content learning performance. This study suggests that the gap between low- and high-anxiety students’ English vocabulary and content learning performance could be narrowed in a DGBL environment with game mechanics.

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Crossref · 10.1080/09588221.2024.2371383

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Authors
Yang, Y.-F., Goh, A. P. I., Hu, C.-C., Chen, N.-S., & Lai, S.-C.
Affiliations
  • National Yunlin University of Science and Technology (TW)
  • Tatung University (TW)
  • National Taiwan Normal University (TW)
Corresponding author
Yang, Yu-Fen
Venue
Computer Assisted Language Learning
Published
2024-07
Volume
38
Issue
8
Pages
2232-2259
ISSN
  • 0958-8221 (ISSN-L)
  • 1744-3210
OpenAlex
W4400201017
Cited by
14
References
51
Citations by year
2026: 5 · 2025: 8 · 2024: 1
FWCI
11.01
Type
journal article
Language
en
Open access
closed
Locations
Computer Assisted Language Learning (publishedVersion)
Funders
Ministry of Science and Technology, Taiwan
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 game-based learning, foreign language anxiety, English as a foreign language, vocabulary acquisition, content learning, game mechanics, game challenge, student motivation, self-motivated learning, fifth grade students, classroom anxiety

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