Cited by 29Educational Games and GamificationSecond Language Acquisition and LearningEFL/ESL Teaching and Learning

Why Digital Games Can Be Advantageous in Vocabulary Learning

Open access
Rasti-Behbahani, Amin·2021·Theory and Practice in Language Studies

Abstract

Vocabulary learning is an integral part of language learning; however, it is difficult. Although there are many techniques proposed for vocabulary learning and teaching, researchers still strive to find effective methods. Recently, digital games have shown potentials in enhancing vocabulary acquisition. A majority of studies in digital game-based vocabulary learning (DGBVL) literature investigate the effectiveness of DGBVL tasks. In other words, there are enough answers to what questions in DGBVL literature whereas why questions are rarely answered. Finding such answers help us learn more about the structure of the DGBVL tasks and their effects on vocabulary learning. Hence, to achieve this aim, the available literature on digital games and vocabulary learning were systematically reviewed from 1996 to 2020. The results revealed seven themes such as motivation, authenticity, repetition, instantiation, dual encoding, interactivity, and feedback. Based on the available literature, these themes are factors, in digital games, that can contribute to enhancing vocabulary acquisition.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.17507/tpls.1102.01

Cites

57 of 57 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

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?

  • Rasti-Behbahani concluded that digital games can supply learners with a rich context that offers many opportunities for effective vocabulary learning.

    “Rasti-Behbahani [43], in a systematic review of 167 papers on DGBVL, analyzed certain factors such as motivation, authenticity, instantiation, repetition, interactivity, control, and dual encoding and concluded that 'digital games can supply learners with a rich context that offers many opportunities for effective vocabulary learning' (p. 116).”

    From The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us (2021) · cites this paper as [43]

    The Conclusion states the quoted finding and lists the factors named in the citing sentence. However, “Selecting Literature Critically” says 17 papers were selected for synthesis, not 167. (LLM, conf=0.93)

    Experimental — accuracy not yet measured
  • Games often encourage learners to further understand words by giving different situations using the same words, and they can provide learners with enough repetition and frequencies of occurrences of the target vocabulary.

    “This is so because games often encourage learners to further understand the words by giving different situations using the same words [68], and they can provide learners with enough repetition and frequencies of occurrences of the target vocabulary [43].”

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

2 of the 59 references couldn’t be matched to a known paper.

Research works printed but not linked: 2

  1. [6]6. Carter, R. (1998). Vocabulary: Applied linguistics perspective. London: Routledge.
  2. [41]41. Pivec, M., Dziabenko, O., & Schinnerl, I. (2003, July). Aspects of game-based learning. In 3rd International Conference on Knowledge Management, Graz, Austria (pp. 216-225).

Cited by

Sorted by citations

Authors
Rasti-Behbahani, A.
Affiliations
University of Jyväskylä (FI)
Corresponding author
Rasti-Behbahani, Amin
Venue
Theory and Practice in Language Studies
Published
2021-02-01
Volume
11
Issue
2
Pages
111
ISSN
1799-2591 (ISSN-L)
OpenAlex
W3121948276
Cited by
29
References
59
Citations by year
2026: 4 · 2025: 6 · 2024: 7 · 2023: 5 · 2022: 4 · 2021: 3
FWCI
6.96
Type
journal article
Language
en
Open access
Locations
  • Theory and Practice in Language Studies (publishedVersion)
  • Jyväskylä University Digital Archive (University of Jyväskylä) (submittedVersion)
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 › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
Keywords
vocabulary acquisition, motivation, authenticity, repetition, instantiation, dual encoding, interactivity, feedback, language 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