Digital game-based learning's effectiveness on EFL learners' receptive and productive vocabulary knowledge
Open accessAbstract
Although digital game-based vocabulary learning (DGBVL) has received increasing attention in the past two decades, the impacts of DGBVL on the depth of word knowledge are still not well understood, especially in regard to productive vocabulary learning and DGBVL’s long-term efficacy. This study leverages a quasi-experimental research design to investigate DGBVL’s long-term effects on receptive vocabulary (RV) and productive vocabulary (PV). Forty-eight Chinese English-as-a-foreign-language (EFL) university students, assigned to the experimental and control groups, were instructed by a DGBVL approach and PowerPoint (PPT) lecturing, respectively, over the course of 18 weeks. Specifically, a mixed 2×2 repeated measures experimental design was conducted by adopting instruction type (DGBVL and PPT lecturing) and testing time (pretest and posttest) as the independent variables, with RV and PV proficiency as the respective dependent variables. The results suggest that instruction type and teaching time have significant effects on participants’ RV and PV learning achievements. However, teaching time’s effect size outweighs instruction type. The findings are highly encouraging for the use of DGBVL in the EFL classroom, as it may serve as an effective and long-lasting pedagogical tool within this context.
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ResultGameful Second and Foreign Language Teaching and Learning Theory, Research and Practice
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MethodVR-Based Gamification of Communication Training and Oral Examination in a Second Language
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Conditions and Challenges in Developing School‐Based SLA Research Programs
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Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge
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ResultKey Issues in Measuring Vocabulary Knowledge
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- Authors
- Jia, W., Zhang, L., Pack, A., Guan, Y., & Zou, B.
- Venue
- Language Learning & Technology
- Published
- 2024-04-01
- Volume
- 28
- Issue
- 1
- Pages
- 1-21
- ISSN
- 1094-3501 (ISSN-L)
- OpenAlex
- W4413183878
- Semantic Scholar
- eaceb6c4a92fb8325b4f7ea816a1d3c095c416a0
- Cited by
- 14
- References
- 45
- Citations by year
- 2026: 7 · 2025: 6 · 2024: 1
- FWCI
- 11.01
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- Locations
- Language learning & technology (publishedVersion, cc-by-nc-nd)
- ScholarSpace (University of Hawaii at Manoa) (submittedVersion, cc-by-nc-nd)
- Funders
- Fundamental Research Funds for the Central Universities
- 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
- digital game-based learning, vocabulary acquisition, receptive vocabulary, expressive vocabulary, EFL learners, English as a foreign language, university students
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