The Role of Digital-Game Based Language Learning in EFL Vocabulary Learning and Retention: A Case Study at a Higher Educational Institute in Oman
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This study investigates the role of Digital-Game Based Language Learning (DGBLL) in helping students learn and retain English vocabulary items in a foreign language context. Using a quantitative approach, data was collected from 80 students enrolled in four different levels of the General Foundation Program at the University of Technology and Applied Sciences, Ibra, Oman. The students were exposed to practice learning the meaning of ten vocabulary items per level using Kahoot and Wordwall games. Three tests were administered: a pre-test in week 1, a post-test after practicing the vocabulary items using the previously mentioned digital games in week 4, and a retention test in week 6. In addition, students’ perceptions regarding the efficacy of DGBLL in the vocabulary learning process were measured via a questionnaire following the post-test. The findings indicated the students’ positive attitudes in terms of utilizing DGBLL as a learning approach to mastering vocabulary regardless of gender or class level. Additionally, the findings demonstrated the effectiveness of DGBLL in vocabulary learning and retention. Hence, the study recommends using digital games to promote vocabulary learning and retention, resulting in a more engaging foreign language educational environment.
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In Turkey and Oman, digital tools such as Quizizz and Wordwall enhanced vocabulary retention more effectively than traditional methods.
“Similar outcomes were observed in Turkey and Oman, where digital tools such as Quizizz and Wordwall enhanced vocabulary retention more effectively than traditional methods (Bouzaiane & Youzbashi, 2024; Çil, 2021).”
From Digital Game-Based Vocabulary Learning Using Kahoot! Perceptions, Engagement, and Achievement Among Moroccan EFL Young Learners (2026) · cites this paper as Bouzaiane & Youzbashi, 2024
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Teaching languages to young learners
Cameron, L. (2001) · Cambridge University Press · doi:10.1017/cbo9780511733109 · Cited by 1,807 · see citing works
Gender and attitudes toward technology use: A meta-analysis
Cai, Z., Fan, X., & Du, J. (2017) · Computers & Education · doi:10.1016/j.compedu.2016.11.003 · Cited by 728 · cited 3× · see citing works
“However, Cai et al. (2017) who conducted a meta-analysis of 50 studies revealed that males showed a more positive attitude toward using technology than females, especially in aspects of belief and self-efficacy.”
BackgroundMethodResultA scoping review of research on digital game-based language learning
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.07.001 · Cited by 319 · see citing works
Online Vocabulary Games as a Tool for Teaching and Learning English Vocabulary
Yip, F. W. M., & Kwan, A. C. M. (2006) · Educational Media International · doi:10.1080/09523980600641445 · Cited by 278 · see citing works
Kazu, İ. Y., & Kuvvetli, M. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11756-y · Cited by 83 · see citing works
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Baissane, O. (2026) · Journal of Information Technology Education: Innovations in Practice · doi:10.28945/5704
“Studies in other settings have shown promising results with GBL tools, such as improved vocabulary retention and increased learner motivation (Alfares, 2025; Bouzaiane & Youzbashi, 2024; R. Li, 2021); however, these findings may not directly translate to Moroccan EFL classrooms.”
- Authors
- Bouzaiane, B., & Youzbashi, A.
- Affiliations
- University of Tasmania (AU)
- Venue
- Journal of Language Teaching and Research
- Publisher
- Academy Publication
- Published
- 2024-09-01
- Volume
- 15
- Issue
- 5
- Pages
- 1660-1669
- ISSN
- 1798-4769 (ISSN-L)
- 2053-0684
- OpenAlex
- W4402100872
- Cited by
- 2
- References
- 5
- Citations by year
- 2026: 1 · 2025: 1
- FWCI
- 1.57
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Locations
- Journal of Language Teaching and Research (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
- Physical Sciences › Computer Science › Information Systems › English Language Learning and Teaching
- Keywords
- digital game-based language learning, EFL vocabulary learning, vocabulary retention, Kahoot, Wordwall, student perceptions, university students, English as a foreign language
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