Cited by 2Educational Games and GamificationSecond Language Acquisition and LearningEFL/ESL Teaching and Learning

Digital video games and language learners' vocabulary learning, motivation and engagement: teachers' perceptions of types and effectiveness

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Alibakhshi, Goudarz, Zarei, Mohamad Amin, Labbafi, Akram·2025·Computer-Assisted Language Learning Electronic Journal

Abstract

Digital video games are effective sources for learning language skills and components, particularly vocabulary. While digital video games have gained popularity as educational tools, there needs to be more research focusing on teachers' perspectives. The study adopts a qualitative research design, employing interviews to gather data. This qualitative research study explored the perceptions of 12 selected teachers through theoretical sampling. The teachers were asked to elaborate on the types and effectiveness of digital video games in young language learners' vocabulary learning. The findings revealed that teachers utilize various types of digital video games, including educational games, language-specific games, and interactive simulations, in vocabulary instruction. Teachers perceived these games as effective in enhancing vocabulary learning by providing engaging and immersive experiences that promote active participation and motivation among young language learners. However, concerns about potential distractions and limited control over content are also identified. The study highlights the need for further research to support teachers in effectively integrating digital video games into language learning contexts. By understanding teachers' perceptions, this study contributes to the pedagogical implications of digital video games in language education and informs future practices in vocabulary instruction.

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Research works printed but not linked: 6

  1. Aslanabadi, H., & Rasouli, G. (2013). The effect of games on the improvement of Iranian EFL vocabulary knowledge in kindergartens. International Review of Social Sciences and Humanities, 6(1), 186-195.
  2. Hsu, C. K., & Wang, C. C. (2018). The effects of digital game-based vocabulary learning on English as a foreign language learners' motivation and achievement. Journal of Educational Technology & Society, 21(2), 1-14.
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Authors
Alibakhshi, G., Zarei, M. A., & Labbafi, A.
Affiliations
  • Allameh Tabataba'i University (IR)
  • Islamic Azad University, Tehran (IR)
Venue
Computer-Assisted Language Learning Electronic Journal
Published
2025-11-04
Volume
26
Issue
1
Pages
94-113
ISSN
2187-9036 (ISSN-L)
OpenAlex
W4410465799
Cited by
2
References
43
Citations by year
2026: 2
FWCI
4.01
Type
journal article
Language
en
Open access
Locations
Computer-Assisted Language Learning Electronic Journal (publishedVersion, cc-by)
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, language learners, teacher perceptions, game-based learning, interactive simulation, student motivation, student engagement, young language learners, vocabulary teaching, game-based language learning

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