The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis
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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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).”
From Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis (2022) · cites this paper as Chen et al. (2018)
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)”
From Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis (2022) · cites this paper as Chen et al. (2018)
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).”
From Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis (2022) · cites this paper as Chen et al. (2018)
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Digital game-based vocabulary learning: where are we and where are we going?
Zou, D., Huang, Y., & Xie, H. (2021) · Computer Assisted Language Learning · doi:10.1080/09588221.2019.1640745 · Cited by 329 · see citing works
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Chen, H.-J. H., & Hsu, H.-L. (2020) · Computer Assisted Language Learning · doi:10.1080/09588221.2019.1593197 · Cited by 109 · 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
Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis
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“Chen et al. (2018) analyzed 10 primary studies that were published between 2002 and 2014.”
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Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge
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Why Digital Games Can Be Advantageous in Vocabulary Learning
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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
- 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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