Cited by 10Educational Games and GamificationSecond Language Acquisition and LearningEFL/ESL Teaching and Learning

The role of games in enhancing EFL students' vocabulary acquisition Wagdi Rashad Ali Bin-Hady

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Bin-Hady, Wagdi Rashad Ali·2023·Journal of the faculty of Education

Abstract

The aim of this paper review is to explore the advantages of (digital) games for developing EFL students' vocabulary acquisition. Moreover, this review discusses some of the most widely games used to enhance students' vocabulary acquisition and introduces them to EFL instructors so they can be widely used in their classroom teaching practices. The present review also explores the essential classroom procedures needed for incorporating games in the classroom teaching. It is found that games make lessons' enjoyable to students, minimize students' anxiety, help students recall vocabulary easily and naturally, and bring context to the classroom. The review also revealed that games such as The Sims, and Semantic Boggle are amongst the most widely used games for vocabulary retention. Teachers are advised to use the suitable vocabulary games for teaching vocabulary and link the games with the course content. The present paper review recommends the inclusion of games in English curriculum and classroom teachings.

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Research works printed but not linked: 3

  1. Gee, J. P. Deep learning properties of good digital games: How far can they go? In serious games: Mechanisms and effects. Routledge Taylor & Francis Group. 2009. p. 67-82
  2. Guaqueta, C. A., & Castro-garces, A. Y. (2018). The use of language learning apps as a didactic tool for EFL vocabulary building. English Language Teaching, 11(2), 61-71. http://doi.org/10.5539/elt. · DOI
  3. Lorenset, C. C., & Piazza, P. T. (2019). Digital games, foreign language and vocabulary development. REVISTA EDUCAONLINE, 13(3), 1-19.

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Authors
Bin-Hady, W. R. A.
Affiliations
Hadhramout University (YE)
Corresponding author
Bin-Hady, Wagdi Rashad Ali
Venue
Journal of the faculty of Education
Published
2023-01-23
Volume
1
Issue
17
Pages
48-58
ISSN
2617-4294 (ISSN-L)
OpenAlex
W4383899058
Cited by
10
References
19
Citations by year
2026: 6 · 2025: 1 · 2024: 2 · 2022: 1
FWCI
4.38
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
Journal of the faculty of Education (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
game-based learning, video games, vocabulary acquisition, EFL learners, game-based language learning, vocabulary retention, classroom procedures, student anxiety, The Sims, English curriculum

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