Cited by 59Educational Games and GamificationSecond Language Acquisition and LearningEnglish Language Learning and Teaching

Exploring the potential of digital game-based vocabulary learning: a systematic review

Open access
Vnucko, Gregor, Klimova, Blanka·2023·Systems

Abstract

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.

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Research works printed but not linked: 4

  1. Statistical Office of the European Union. Key Figures on Europe: Statistics Illustrated: 2019 Edition; Publications Office of the European Union: Luxembourg, 2019.
  2. Prensky, M. Digital Game-Based Learning; McGraw-Hill: New York, NY, USA, 2001.
  3. 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
  4. Latham, G.P. Work Motivation: History, Theory, Research, and Practice; Sage Publications, Inc.: Thousand Oaks, CA, USA, 2007; pp. 33, 337.

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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
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

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