Cited by 122Educational Games and GamificationSecond Language Acquisition and LearningDigital Games and Media

The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis

Chen, Meng‐Hua, Tseng, Wen‐Ta, Hsiao, Tsung‐Yuan·2018·British Journal of Educational Technology

Abstract

Abstract This study presents the results of a meta‐analytic study about the effects of digital game‐based learning (DGBL) on vocabulary. The results of the study showed that the effects of DGBL on vocabulary learning may vary with game design features ( Q = 5.857, df = 1, p = .016), but not with learners' age ( Q = 0.906, df = 1, p = .341) or linguistic background ( Q = 0.0001, df = 1, p = .994). In light of the research findings, Csikszentmihalyi's () Flow Theory was adopted to theorize the role of game design in DGBL. It is proposed that a hierarchy should exist on the “challenge” axis in the Flow Theory, with adventure‐oriented games above non‐adventure‐based games along the “challenge” axis. The theoretical underpinning is that the dynamic equilibrium between challenge and abilities can function independently of the effects of learners' age and linguistic background.

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Crossref · 10.1111/bjet.12526

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3 of 3 references verified0 citation errors · 0 not checkable

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  • Chen et al. (2018) found that the effect size for game design was significantly larger for adventure games (d = 1.867) than non-adventure games (d = 0.705).

    “The effect size for game design was significantly larger for adventure games ( d = 1.867) than non-adventure games ( d = 0.705).”
  • Chen et al. (2018) reported an overall effect size of 0.78 for L2 vocabulary acquisition in DGBLL contexts for between-groups research designs.

    “Chen et al. (2018) reported an overall effect size of 0.78 (a medium effect size)”
  • There was very little overlap between studies included in the current meta-analysis and the previous two: only three of 26 studies in Tsai and Tsai (2018) met inclusion criteria, and only two studies overlapped with Chen et al. (2018).

    “only three of 26 studies in Tsai and Tsai (2018) were found to meet our inclusion criteria, while only two studies overlapped with Chen et al. (2018).”

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Authors
Chen, M., Tseng, W., & Hsiao, T.
Affiliations
National Taiwan Normal University (TW)
Corresponding author
Tseng, Wen‐Ta
Venue
British Journal of Educational Technology
Publisher
Wiley
Published
2016-12
Volume
49
Issue
1
Pages
69-77
ISSN
  • 0007-1013 (ISSN-L)
  • 1467-8535
OpenAlex
W2558239892
Cited by
122
References
3
Citations by year
2026: 11 · 2025: 17 · 2024: 15 · 2023: 20 · 2022: 17 · 2021: 14 · 2020: 15 · 2019: 7 · 2018: 6
FWCI
10.14
Type
journal article
Language
en
Open access
closed
Locations
British Journal of Educational Technology (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
digital game-based learning, vocabulary acquisition, game elements, flow theory, adventure games, age differences, language background, second language vocabulary acquisition

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