Exploring the potential of digital game-based vocabulary learning: a systematic review
Open accessAbstract
Constant technological development creates the need for continual optimization of the educational process to achieve educational objectives with the highest possible efficiency. Surveys have shown that digital games are very popular among all age groups, including when they are used in foreign language education, such as in Digital Game-Based Vocabulary Learning (DGBVL). Therefore, the purpose of this review study is to summarize the existing knowledge on DGBVL and to provide new, cutting-edge information based on available literature accessible within three databases: Web of Science, Scopus, and ScienceDirect. After applying the inclusion and exclusion criteria and conducting the search, 13 articles were identified for a deeper analysis. The main findings reveal that DGBVL can create a positive learning environment. In this kind of environment, students experience predominantly positive emotions which may in turn enhance their vocabulary retention. The review suggests that DGBVL is useful in vocabulary learning and may even surpass conventional teaching methods in an English classroom. The findings of this review can serve as a basis for further research, which could ultimately lead to the implementation of DGBVL in the process of English instruction, not only as a supplementary method, but possibly as a full alternative to conventional English lessons.
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.
Integrity signals
Registry
Cites
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.
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?
Digital game-based learning environments can enhance vocabulary learning by supporting students' positive emotional experiences and processing words in meaningful contexts.
“Digital game-based learning environments can enhance vocabulary learning by supporting students' positive emotional experiences and processing words in meaningful contexts (Vnucko and Klimova, 2023; Zou et al., 2021).”
From Incidental vocabulary learning from digital games: the predictive role of game playing time, foreign language motivation, and anxiety (2026) · cites this paper as Vnucko and Klimova, 2023
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
The PRISMA 2020 statement: an updated guideline for reporting systematic reviews
Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., et al. (2021) · Systematic Reviews · doi:10.1186/s13643-021-01626-4 · Cited by 13,874 · see citing works
Digital Natives, Digital Immigrants Part 1
Prensky, M. (2001) · On the Horizon · doi:10.1108/10748120110424816 · Cited by 11,104 · see citing works
What video games have to teach us about learning and literacy
Gee, J. P. (2003) · Computers in Entertainment · doi:10.1145/950566.950595 · Cited by 5,735 · see citing works
Cognitive Theory of Multimedia Learning
Mayer, R. E. (2014) · The Cambridge Handbook of Multimedia Learning · doi:10.1017/cbo9781139547369.005 · Cited by 1,976 · see citing works
The Cambridge Handbook of Multimedia Learning
(2014) · Cambridge University Press eBooks · doi:10.1017/cbo9781139547369 · Cited by 1,624 · see citing works
The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 1,458 · see citing works
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106963 · Cited by 1,126 · see citing works
The effect of games and simulations on higher education: a systematic literature review
Vlachopoulos, D., & Makri, A. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0062-1 · Cited by 776 · see citing works
Effectiveness of error management training: A meta-analysis.
Keith, N., & Fresé, M. (2008) · Journal of Applied Psychology · doi:10.1037/0021-9010.93.1.59 · Cited by 509 · see citing works
Goal Regulation Across Time: The Effects of Feedback and Affect.
Ilieș, R., & Judge, T. A. (2005) · Journal of Applied Psychology · doi:10.1037/0021-9010.90.3.453 · Cited by 456 · see citing works
Lamb, R. L., Annetta, L. A., Firestone, J. B., & Etopio, E. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.10.040 · Cited by 373 · see citing works
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
Play in evolution and development
Pellegrini, A. D., Dupuis, D., & Smith, P. K. (2006) · Developmental Review · doi:10.1016/j.dr.2006.09.001 · Cited by 313 · see citing works
Digital Game-based Learning and Serious Games in Education
Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018) · International Journal of Advances in Scientific Research and Engineering · doi:10.31695/ijasre.2018.33016 · Cited by 297 · 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
The effect of interactivity with a music video game on second language vocabulary recall
deHaan, J., Reed, W. M., & Kuwanda, K. (2010) · Language Learning & Technology · doi:10.64152/10125/44215 · Cited by 266 · see citing works
Hwang, G., Hung, C., & Chen, N. (2013) · Educational Technology Research and Development · doi:10.1007/s11423-013-9320-7 · Cited by 249 · see citing works
A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach
McLaren, B. M., Adams, D. M., Mayer, R. E., & Forlizzi, J. (2016) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2017010103 · Cited by 173 · see citing works
A systematic review of the use of gamification in flipped learning
Ekici, M. (2021) · Education and Information Technologies · doi:10.1007/s10639-020-10394-y · Cited by 160 · see citing works
The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis
Chen, M., Tseng, W., & Hsiao, T. (2018) · British Journal of Educational Technology · doi:10.1111/bjet.12526 · Cited by 122 · see citing works
Ashraf, H., Motlagh, F. G., & Salami, M. (2014) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2014.03.418 · Cited by 114 · see citing works
Digital games and language teaching and learning
Sykes, J. M. (2018) · Foreign Language Annals · doi:10.1111/flan.12325 · Cited by 93 · see citing works
The Impact of Mobile Game-Based Language Learning Apps on EFL Learners’ Motivation
Gamlo, N. H. (2019) · English Language Teaching · doi:10.5539/elt.v12n4p49 · Cited by 85 · see citing works
Reinhardt, J. S., & Sykes, J. M. (2012) · Palgrave Macmillan UK eBooks · doi:10.1057/9781137005267_3 · Cited by 84 · see citing works
“To Err is Human”: An Examination of the Effectiveness of Error Management Training
Nordstrom, C. R., Wendland, D., & Williams, K. B. (1998) · Journal of Business and Psychology · doi:10.1023/a:1025019212263 · Cited by 83 · see citing works
Scarlett, W. G., Naudeau, S., Salonius-Pasternak, D. E., & Ponte, I. C. (2005) · Sage eBooks · doi:10.4135/9781452232393 · Cited by 81 · see citing works
Evaluating Computer Games for Language Learning
Hubbard, P. (1991) · Simulation & Gaming · doi:10.1177/1046878191222006 · Cited by 78 · see citing works
Pitarch, R. C. (2018) · Journal of Language Teaching and Research · doi:10.17507/jltr.0906.04 · Cited by 78 · see citing works
Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review
Yudintseva, A. (2015) · Open Journal of Social Sciences · doi:10.4236/jss.2015.310015 · Cited by 71 · see citing works
A Systematic Review of Digital Games in Second Language Learning Studies
Poole, F. J., & Clarke‐Midura, J. (2020) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2020070101 · Cited by 64 · see citing works
Ihmeideh, F. M., & Alkhawaldeh, M. F. (2017) · Children and Youth Services Review · doi:10.1016/j.childyouth.2017.04.013 · Cited by 60 · see citing works
Emotions in Serious Games: From Experience to Assessment
Anolli, L., Mantovani, F., Confalonieri, L., Ascolese, A., & Peveri, L. (2010) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v5s3.1496 · Cited by 59 · see citing works
The Effect of Video Games on Iranian EFL Learners' Vocabulary Learning
Vahdat, S., & Rasti-Behbahani, A. (2013) · The reading matrix · Cited by 57 · see citing works
Efficacy of Computer Games on Language Learning.
Klímová, B., & Kacet, J. (2017) · The Turkish Online Journal of Educational Technology · Cited by 57 · see citing works
The Use of Computer-Based Simulation to Aid Comprehension and Incidental Vocabulary Learning
Ali Mohsen, M. (2016) · Journal of Educational Computing Research · doi:10.1177/0735633116639954 · Cited by 56 · see citing works
"PowPow" interactive game in supporting English vocabulary learning for elementary students
Andreani, W., & Ying, Y. (2019) · Procedia Computer Science · doi:10.1016/j.procs.2019.09.005 · Cited by 52 · see citing works
Deris, F. D., & Shukor, N. S. A. (2019) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v13i07.10845 · Cited by 47 · see citing works
Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games
Ebrahimzadeh, M. (2017) · English Language Teaching · doi:10.5539/elt.v10n2p1 · Cited by 45 · cited 4× · see citing works
“DGBVL proved to be an effective teaching method in the past [30,32–45], and was confirmed as such within this systematic review.”
BackgroundMethodInfluentialCalvo-Ferrer, J. R., & Belda-Medina, J. (2021) · Multimodal Technologies and Interaction · doi:10.3390/mti5120080 · Cited by 43 · cited 10× · see citing works
“All of the studies conducted in the last 5 years and included in this systematic review reported that digital games had proven useful in vocabulary learning [57–59 ,65,”
BackgroundResultInfluentialInvestigating the effectiveness of a digital game-based task on the acquisition of word knowledge
Rasti-Behbahani, A., & Shahbazi, M. (2022) · Computer Assisted Language Learning · doi:10.1080/09588221.2020.1846567 · Cited by 37 · see citing works
Sustaining Vocabulary Acquisition through Computer Game: A Case Study
Bakar, N. A., & Nosratirad, E. (2013) · Asian Social Science · doi:10.5539/ass.v9n5p235 · Cited by 36 · see citing works
Potential paradigms and possible problems for CALL
Phillips, M. K. (1987) · System · doi:10.1016/0346-251x(87)90002-9 · Cited by 35 · see citing works
Rankin, Y. A., Gold, R. B., & Gooch, B. (2006) · ACM SIGGRAPH Educators Program · doi:10.1145/1179295.1179340 · Cited by 33 · see citing works
Empowering Learners with Role-Playing Game for Vocabulary Mastery
Rahman, A. A., & Angraeni, A. (2020) · International Journal of Learning Teaching and Educational Research · doi:10.26803/ijlter.19.1.4 · Cited by 33 · see citing works
Garcia, M. B. (2020) · The International Journal of Technologies in Learning · doi:10.18848/2327-0144/cgp/v27i01/13-34 · Cited by 32 · see citing works
Why Digital Games Can Be Advantageous in Vocabulary Learning
Rasti-Behbahani, A. (2021) · Theory and Practice in Language Studies · doi:10.17507/tpls.1102.01 · Cited by 29 · see citing works
Alias, N., Rosman, F., Rahman, M. N. A., & DeWitt, D. (2015) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2015.01.573 · Cited by 27 · see citing works
Cooperative Game-based Learning in the English as a Foreign Language Classroom
Bado, N., & Franklin, T. J. (2014) · Issues and Trends in Educational Technology · doi:10.2458/azu_itet_v2i2_bado · Cited by 26 · see citing works
EFL learners’ experience of a MALL-based vocabulary learning tool
Alhadiah, A. (2020) · Indonesian Journal of Applied Linguistics · doi:10.17509/ijal.v10i2.28590 · Cited by 24 · see citing works
Handbook of Research on Program Development and Assessment Methodologies in K-20 Education
Wang, V. (2017) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-5225-3132-6 · Cited by 24 · see citing works
Using Online Game for Indonesian EFL Learners to Enrich Vocabulary
Octaberlina, L. R., & Rofiki, I. (2021) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v15i01.17513 · Cited by 22 · see citing works
Saprudin, S., Liliasari, L., Setiawan, A., & Prihatmanto, A. S. (2019) · International Journal of Learning Teaching and Educational Research · doi:10.26803/ijlter.18.12.12 · Cited by 21 · see citing works
Fernando, M. C. G., Garcia, M. B., Solomo, M. V. S., & Lagman, A. C. (2019) · International Journal of Simulation Systems Science & Technology · doi:10.5013/ijssst.a.20.s2.24 · Cited by 18 · see citing works
Patra, I., Shanmugam, N., Ismail, S. M., & Mandal, G. (2022) · Education Research International · doi:10.1155/2022/7435477 · Cited by 18 · see citing works
Mobile Assisted Language Learning in a Developing Country Context
Fotouhi-Ghazvini, F., Earnshaw, R., & Haji-Esmaeili, L. (2009) · International Conference on Cyberworlds (CW) · doi:10.1109/cw.2009.28 · Cited by 16 · see citing works
effect of a serious game on aviation vocabulary acquisition
Dinçer, N., & Dinçer, R. (2021) · International Journal of Serious Games · doi:10.17083/ijsg.v8i4.464 · Cited by 14 · see citing works
Perceptions of non-English major college students on learning English vocabulary with gamified apps
Fu, Y., Zhang, L., Zhao, S., & Chen, Y. (2021) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v16i18.24125 · Cited by 14 · see citing works
Roman palace: a videogame for foreign-language vocabulary retention
Larchen Costuchen, A., Mollá Vayá, R. P., & Dinkova Dimitrova, D. (2022) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v17i05.27621 · Cited by 12 · see citing works
“There's a sniper on that hill!”: gaming in English as a global language environment
Peake, J., & Reynolds, A. (2020) · Angles · doi:10.4000/angles.3237 · Cited by 10 · see citing works
Vocabulary Learning in Digital-Game Based Learning Using Sega Genesis Video Games
Jhon, A. (2016) · Proceeding of International Conference on Teacher Training and Education · Cited by 8 · see citing works
Utilizing Digital Educational Games to Enhance Adult Learning
Cordie, L., Lin, X. Y., & Whitton, N. (2017) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-5225-3132-6.ch009 · Cited by 6 · see citing works
Learning English Vocabulary via Computer Gaming
Ng, L. L., & Raghbir, R. S. A. S. (2021) · Issues in Language Studies · doi:10.33736/ils.2708.2021 · Cited by 5 · see citing works
The impact of emotionally competent stimuli on language lexis retention
Kráľová, Z., Kamenická, J., & Tirpáková, A. (2022) · XLinguae · doi:10.18355/xl.2022.15.03.05 · Cited by 2 · see citing works
Flagged first, then by citations
Research works printed but not linked: 4
- Statistical Office of the European Union. Key Figures on Europe: Statistics Illustrated: 2019 Edition; Publications Office of the European Union: Luxembourg, 2019.
- Prensky, M. Digital Game-Based Learning; McGraw-Hill: New York, NY, USA, 2001.
- Stevens-Smith, D.A.; Stegelin, D. Making Connections between Play and Healthy Development: Research-Based Reasons to Promote Play-Based Learning Environments. Int. J. Early Child. Learn. 2016, 23, 1-13. [CrossRef] · DOI
- Latham, G.P. Work Motivation: History, Theory, Research, and Practice; Sage Publications, Inc.: Thousand Oaks, CA, USA, 2007; pp. 33, 337.
Cited by
Sorted by citations
Zhang, R., Zou, D., & Cheng, G. (2023) · System · doi:10.1016/j.system.2023.103173 · Cited by 41 · see citing works
Derakhshan, A., Teo, T. P., & Khazaie, S. (2024) · Computers & Education · doi:10.1016/j.compedu.2024.105013 · Cited by 49 · see citing works
Zhang, R., Zou, D., & Cheng, G. (2024) · Computer Assisted Language Learning · doi:10.1080/09588221.2024.2344555 · Cited by 38 · see citing works
Pikhart, M., Klimova, B., & Al-Obaydi, L. H. (2024) · Frontiers in Education · doi:10.3389/feduc.2024.1412377 · Cited by 27 · see citing works
A systematic review on vocabulary learning in AR and VR gamification context
Lin, H., & Wei, W. (2024) · Computers & Education X Reality · doi:10.1016/j.cexr.2024.100057 · Cited by 34 · see citing works
Feng, Y., & Wang, X. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1200675 · Cited by 31 · see citing works
Ma, Y., Cain, K., & Ushakova, A. (2024) · Computers & Education · doi:10.1016/j.compedu.2024.105025 · Cited by 21 · see citing works
Amzalag, M., Kadusi, D., & Peretz, S. (2024) · Journal of Educational Computing Research · doi:10.1177/07356331241236937 · Cited by 28 · see citing works
Yang, Y.-F., Goh, A. P. I., Hu, C.-C., Chen, N.-S., & Lai, S.-C. (2025) · Computer Assisted Language Learning · doi:10.1080/09588221.2024.2371383 · Cited by 14 · see citing works
Personalized medical terminology learning game: guess the term
Hsu, M.-H., & Chen, Y.-H. (2024) · Games for Health Journal · doi:10.1089/g4h.2023.0054 · Cited by 12 · see citing works
Wang, C.-C., Chen, H.-C., & Hung, J. C.-S. (2024) · Interactive Technology and Smart Education · doi:10.1108/itse-01-2024-0015 · Cited by 12 · see citing works
Sadan, M., Lipka, O., & Katzir, T. (2024) · Computer Assisted Language Learning · doi:10.1080/09588221.2024.2382452 · Cited by 9 · see citing works
Wang, Y., Hsu, M., & Wang, M. Y.-F. (2025) · Health Education Journal · doi:10.1177/00178969241313442 · Cited by 9 · see citing works
RetractedGame-Based Learning in Teaching Grammar for Non-Native Speakers: A Systematic Review
Manokaran, J., Razak, N. A., & Hamat, A. (2023) · 3L The Southeast Asian Journal of English Language Studies · doi:10.17576/3l-2023-2902-02 · Cited by 13 · see citing works
Mining for words: the effect of Minecraft on incidental vocabulary learning of young EFL learners
Weisi, H., & Hajizadeh, S. (2025) · Entertainment Computing · doi:10.1016/j.entcom.2024.100801 · Cited by 8 · see citing works
Vnucko, G., Kralova, Z., & Tirpakova, A. (2024) · Heliyon · doi:10.1016/j.heliyon.2024.e33301 · Cited by 7 · see citing works
Wang, X., & Feng, L. (2025) · Education Sciences · doi:10.3390/educsci15020125 · Cited by 10 · see citing works
Cognitive Gain in Digital Foreign Language Learning
Klímová, B., & Pikhart, M. (2023) · Brain Sciences · doi:10.3390/brainsci13071074 · Cited by 6 · see citing works
Kyle Lai, K.-W., & Howard Chen, H.-J. (2025) · Computers & Education · doi:10.1016/j.compedu.2025.105343 · Cited by 5 · see citing works
Tevetoğlu, K., & Korkmaz, Ö. (2024) · Participatory Educational Research · doi:10.17275/per.24.35.11.3 · Cited by 5 · see citing works
Rad, H. S., & Alipour, J. (2025) · Computer Assisted Language Learning · doi:10.1080/09588221.2024.2436448 · Cited by 4 · see citing works
Aspects of gamification in the ESP program for maritime students
BOERU, M. (2023) · Scientific Bulletin of Naval Academy · doi:10.21279/1454-864x-23-i1-009 · Cited by 8 · see citing works
Meng, J., & Li, R. (2026) · International Journal of Applied Linguistics · doi:10.1111/ijal.70231 · Cited by 4 · see citing works
Maming, K., Sani, A. A., Putra, D. P., & Radiana, S. P. (2023) · ELSYA Journal of English Language Studies · doi:10.31849/elsya.v5i2.10275 · Cited by 3 · see citing works
Puspitoningrum, E., Romadhianti, R., Irawan, D., Solissa, E. M., & Kurniawan, D. R. (2024) · Al-Madrasah Jurnal Pendidikan Madrasah Ibtidaiyah · doi:10.35931/am.v8i2.3290 · Cited by 3 · see citing works
Reynolds, B. L. (2025) · Springer eBooks · doi:10.1007/978-3-031-51447-0_146-1 · Cited by 4 · see citing works
Neurodidactics and vocabulary acquisition in Cuban teacher trainees: Emerging trends
Enriquez, D. R. (2024) · Bulletin of the Transilvania University of Brasov Series IV Philology and Cultural Studies · doi:10.31926/but.pcs.2024.66.17.1.4 · Cited by 2 · see citing works
Bazargani, J. S., Sadeghi‐Niaraki, A., Shi, X., & Choi, S.-M. (2025) · IEEE Access · doi:10.1109/access.2025.3591114 · Cited by 2 · see citing works
Namaziandost, E., & Çakmak, F. (2026) · Computer Assisted Language Learning · doi:10.1080/09588221.2026.2623417 · Cited by 2 · see citing works
Exploring EFL primary school teachers’ behavioral intention towards digital game-based learning
Wang, Y., & Zou, D. (2026) · PLoS ONE · doi:10.1371/journal.pone.0346229 · Cited by 2 · see citing works
Kashefian‐Naeeini, S., Hosseini, S. A., Dabiri, A., Rezaei, S., & Kustati, M. (2023) · Forum for Linguistic Studies · doi:10.59400/fls.v6i1.1947 · Cited by 2 · see citing works
Systematic literature review: DOGBL in enhancing EFL students’ motivation
Syifa, A. M., Musyahda, L., & Segoh, D. (2024) · Journal of Education and Learning (EduLearn) · doi:10.11591/edulearn.v18i2.21156 · Cited by 11 · see citing works
Rodríguez-Ferrer, J. M., León, A. M., & García-Roca, A. (2024) · Thinking Skills and Creativity · doi:10.1016/j.tsc.2024.101668 · Cited by 7 · see citing works
Feng, D. (2025) · SAGE Open · doi:10.1177/21582440251393196 · Cited by 3 · see citing works
Li, B., Luo, T., Bahari, A., Yang, M., & Chan, W. S. (2025) · Innovation in Language Learning and Teaching · doi:10.1080/17501229.2025.2598587 · Cited by 6 · see citing works
E-polis: A serious game for the gamification of sociological surveys
Gazis, A., & Katsiri, E. (2023) · International Conference on Applied Mathematics & Computer Science (ICAMCS) · doi:10.1109/icamcs59110.2023.00032 · Cited by 1 · see citing works
The design features of digital games and their impact on language learning for EFL college studentsPreprint
Klímová, B., Al-Obaydi, L. H., Tawafak, R. M., & Pikhart, M. (2023) · Research Square · doi:10.21203/rs.3.rs-3078695/v1 · Cited by 3 · see citing works
Akbulut, S., Şimşek, B., Direkci, B., Koparan, B., Gülmez, M., Şimşek, E. E., & Kayır, G. (2026) · Frontiers in Psychology · doi:10.3389/fpsyg.2026.1798613
“The most fundamental contribution of these games to vocabulary instruction is their long-term, repeated exposure to the language (Vnucko and Klimova, 2023).”
Sadan, M., Lipka, O., & Katzir, T. (2023) · SSRN Electronic Journal · doi:10.2139/ssrn.4458776
Sadan, M., Lipka, O., & Katzir, T. (2023) · SSRN Electronic Journal · doi:10.2139/ssrn.4482206
Guamán-Tumbaco, A., Villagómez-Bajaña, L., Vargas-Caicedo, E., & Pérez, L. M. S. (2024) · Revista Científica Multidisciplinar G-nerando · doi:10.60100/rcmg.v5i2.375
Students Perception of Roblox and Language Barrier in ESL
Wicaksono, R. D., Anwar, K., & Asmara, C. H. (2025) · Indonesian Teaching English to Speakers of Other Languages Journal · doi:10.30587/inatesol.v1i2.9318
Collaborative Learning through Digital Writing: Peer Editing and Feedback in EFL ContextsPreprint
Ismail, I. (2025) · SSRN Electronic Journal · doi:10.2139/ssrn.5232307
Wulandari, Y. M. N. (2025) · Indonesian Teaching English to Speakers of Other Languages Journal · doi:10.30587/inatesol.v2i1.9803
Unpacking Educational Hybrid Games
Rani, M. F. C. A., Adnan, N. H., Mansor, A. Z., & Yunus, M. M. (2025) · Communications in computer and information science · doi:10.1007/978-3-031-98003-9_15
Hsu, H.-L. (2025) · RELC Journal · doi:10.1177/00336882251396580
Figueiredo, M. F. O. D., Ataya, A., Bezerra, J. V., Delgado, M., Tacla, C. A., Julia, R. M. S., Pereira, G. D. Q., Guimarães, A. A., & Martins, M. S. R. (2025) · IEEE International Conference on Industry Applications · doi:10.1109/induscon66435.2025.11241310
Explainable AI for Behavioral Patterns in Game Players
Ataya, A., Figueiredo, M. F., Bezerra, J. V., Delgado, M., Tacla, C. A., Julia, R. M. S., Pereira, G. D. Q., Guimarães, A., de Camargo, G. F., & Martins, M. S. R. (2025) · IEEE Latin American Conference on Computational Intelligence (LA-CCI) · doi:10.1109/la-cci66231.2025.11270182
Tian, F., Yan, D. “., & Umar, I. N. (2026) · Journal of Educational Computing Research · doi:10.1177/07356331251414550 · Cited by 2 · see citing works
Miranti, Nurhayati, L., Maujud, I., & Ilan, L. O. (2025) · International Workshop on Artificial Intelligence and Education (WAIE) · doi:10.1109/waie67422.2025.11381206
A Bayesian Meta‐Analysis of Digital Game‐Enhanced Vocabulary Learning
Shahiwala, S., & Rahul, D. R. (2026) · Journal of Computer Assisted Learning · doi:10.1002/jcal.70246 · Cited by 1 · see citing works
Hussein, S. M., & Kurt, M. (2026) · Systems · doi:10.3390/systems14050474
Mulia, L. S., Triana, J., & Chasanah, Z. (2026) · FRASA English Education and Literature Journal · doi:10.47701/frasa.v7i2.6060
Investigating the Effects of Game-Based Learning on Vocabulary Acquisition Across Genders
Chen, C.-J., & Liu, P.-L. (2026) · Journal of Educational Computing Research · doi:10.1177/07356331261486327
Cordeiro, F. R., Cardoso, T. F. D. C., Locatelli, E. L., Damasceno, E. F., & Silva, A. I. D. (2026) · IEEE Revista Iberoamericana de Tecnologias del Aprendizaje · doi:10.1109/rita.2026.3737020
Bektaş, D., & BASKIN, S. (2026) · ODÜ Sosyal Bilimler Araştırmaları Dergisi (ODÜSOBİAD) · doi:10.48146/odusobiad.1829144
Structured Language Games to Develop Arabic Speaking Skills in an Indonesian Islamic Boarding School
Al-Bahri, A. A., Solahudin, D., Syafei, I., & Kosim, N. (2026) · Al-Muyassar Journal of Arabic Education · doi:10.31000/7svqft75
- Authors
- Vnucko, G., & Klimova, B.
- Affiliations
- Department of English Language and Culture, Faculty of Pedagogy, Constantine the Philosopher University in Nitra, Drážovská 4, 949 01 Nitra, Slovakia
- Department of Applied Linguistics, Faculty of Informatics and Management, University of Hradec Kralové, Hradecká 1249/6, 500 03 Hradec Králové, Czech Republic
- Venue
- Systems
- Publisher
- MDPI AG
- Published
- 2023-01-21
- Volume
- 11
- Issue
- 2
- Pages
- 57
- ISSN
- 2079-8954 (ISSN-L)
- OpenAlex
- W4317743505
- Cited by
- 59
- References
- 61
- Citations by year
- 2026: 12 · 2025: 18 · 2024: 17 · 2023: 12
- FWCI
- 3.42
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Systems (publishedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- SPEV project 2023
- 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
- vocabulary acquisition, foreign language teaching, English language teaching, game-based learning, vocabulary retention, student emotions, educational technology
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