Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review
Abstract
:1. Introduction
2. Literature Review
- RQ1: What are the main benefits and limitations of DGBVL?
- RQ2: What are the common trends researchers follow to conduct research in the area of DGBVL?
- RQ3: Is DGBVL useful in learning English as a foreign language?
- RQ4: What are the pedagogical implications stemming from the available DGBVL research within the last 5 years?
3. Method
Data Sources and Search
- Articles containing a combination of selected keywords within their abstract, title, or keywords.
- Peer-reviewed journal articles.
- Only in the English language.
- Journal entries only within the period from January 2018 to July 2022 (i.e., the last 5 years).
- Full text available/open access.
- Only research papers with empirical research.
- Publications not available as open access.
- Document types other than journal articles.
- Articles in the press.
- Publications in a language different than English.
- Journal entries older than January 2018.
- Review articles.
- Publications concerned with traditional non-digital classroom games.
4. Results
- RQ1: What are the main benefits and limitations of DGBVL?
- RQ2: What are the common trends researchers follow to conduct research in the area of DGBVL?
- RQ3: Is DGBVL useful in learning English as a foreign language?
- RQ4: What are the pedagogical implications stemming from the available DGBVL research within the last 5 years?
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Authors, Year, Country | Research Aim(s)/Research Question(s) | Sample Age No. of Participants Control/Experimental Groups–Yes/No? | Types of the Game(s) | Methods/Instruments | Major Findings | Pedagogical Implications | Limitations |
---|---|---|---|---|---|---|---|
Andreani and Ying, 2019 [56], Indonesia | Propose a learning alternative approach using an interactive game. | 7–12 yr. 112 in design, 35 in play No | A serious game designed by the researchers | Opinion pre- and post-questionnaires | The game provides an interesting way of learning. The game builds an engaging learning environment. | The serious game has succeeded in attracting students’ interest in learning English and in increasing their motivation. Additionally, after further research, it could be used for vocabulary learning in the future. | More practice time would be required for developing the application tailored to users’ needs. |
Peake and Reynolds, 2020 [63], France | Examine student attitudes to language learning in relation to online video gaming in English as a leisure activity. | 21 yr. average 90 No | Commercial-off-the-shelf games | Interviews, questionnaires, photographs | The game helped participants to learn new vocabulary without the impression of being drilled. Gaming may create positive attitudes toward learning languages. | The results showed that student participants had no negative associations with gaming in English, whereas their attitudes to formal language learning were more mixed. Implementation of such games in FLT could increase motivation and reduce anxiety in students. | Not included. |
Patra et al., 2022 [57], India, Saudi Arabia and Bangladesh | Evaluate the impact of playing digital games on the ability of Bangladeshi EFL learners’ to remember and retain the language. | 13–17 yr. 50 Yes | Serious game | Quasi-experimental study (pre-test, treatment, and post-test), Oxford placement test | EG outperformed CG in vocabulary post-test. Learning via games offers more engagement than traditional learning methods. Games are a source of motivation. Games build confidence in students. Games allow a variety of contexts for the lexical items. | This study can assist teachers in improving their teaching quality by using games. The variety of games used in FLT could simplify the process of clarification for students. | Insufficient number of participants for a representative sample of a big population. Gender—all the participants were male college students. Proficiency level—only A1. This study uses only quantitative data. |
Abdullah, 2020 [60], Saudi Arabia | 1. What were students’ preferences regarding the use of Quizlet in English vocabulary learning? 2. How often did students use Quizlet in English vocabulary learning outside the classroom? 3. What were students’ attitudes towards the use of Quizlet in English vocabulary learning? | 18–22 yr. 38 No | Serious mobile game | Questionnaires, semi-structured interviews | Participants showed a positive attitude towards learning via a mobile app. Participants viewed the serious game as a tool that made vocabulary learning easier. | The serious mobile game is perceived as a useful tool that can be utilized inside and outside the classroom. It is recommended to select user-friendly tools (games) that offer a range of learning features that can meet the different goals and needs of learners. | Not included. |
Rahman and Angraeni, 2020 [68], Indonesia | Investigate the significant effect of an RPG on students’ vocabulary mastery and also their responses toward the media. | High school students (age not disclosed) 65 Yes | Adventure commercial game | Quasi-experimental design (pre-test, treatment, and post-test), interviews, questionnaires | EG outperformed CG in vocabulary post-test. Participants showed a positive attitude towards learning via the game. The game proved to be effective as a medium for learning new vocabulary. | Teachers also found this media helpful because the media can easily be applied and is effective, particularly to motivate learners and to retain the vocabulary terms for a longer period. | Proficiency level—participants had difficulty in understanding the text coverage. DGBVL could be used to develop other language skills and systems. Lack of time may have brought other factors which could have affected the results of the study. |
Rasti-Behbahani and Shahbazi, 2020 [67], Finland | 1. Does a DGBVL task make a significant difference in the acquisition of aspects, dimensions, and scopes of the word-knowledge framework in comparison with a regular vocabulary learning task? 2. Which aspects, dimensions, and scopes of the word-knowledge framework are acquired significantly more efficiently? 3. To what extent are learned word-knowledge framework components correlated to one another? | 11–13 yr. 124 Yes | Role-playing commercial game | Quasi-experimental study (pre-test, treatment, and post-test), Oxford placement test | EG outperformed CG in vocabulary retention. The experimental group was more successful in acquiring productive recognition of form–meaning relationship, while the control group was more successful in acquiring receptive knowledge of association. | Implementation of DGBVL tasks into the teaching–learning process could be successful as they can enhance the acquisition of most components of the word-knowledge framework. | Participants might have learned some words from the earlier tests and that could have affected the answers. DGBVL could be used to develop other language skills and systems, as opposed to vocabulary. |
Ng and Raghbir, 2021 [62], Malaysia | The study aims to investigate the Vocabulary Learning Strategies (VLS) used in a free-to-play massively multiplayer online role-playing game (MMORPG), Guild Wars 2, among Malaysian ESL players when they are playing and interacting with other players in the game’s virtual world. | 23–24 yr. 4 No | MMORPG | Observation as participant, OBS software (Open Broadcaster Software) for analysis of observation | The most frequent vocabulary learning strategies utilized by the learners were: Consultation, incorporating words with Real-World, and using an online dictionary | Not available. | An insufficient number of participants for a representative sample of a big population (4). Only the genre of MMORPG has been covered. |
Fu et al., 2021 [61], China | Explore what app features are preferred by non-English-major college students, and their perceptions about the effects of these apps and gamification settings on their vocabulary learning motivation and habits. | Major college students (age not disclosed) 55 No | Serious mobile games | Semi-structured interviews, content analysis, coding | Helpful to improve motivation and cultivate autonomous learning behaviours. Games increased self-confidence in language learning. Not all game elements have a positive effect on vocabulary learning—for example, competitiveness or overcomplexity. | The author suggests teachers add game elements to FLT based on the characteristics of different students to create a better learning experience and cultivate students’ learning interests and autonomous learning behaviours. | Semi-structured interviews could be biased because they were based on students’ self-reported perceptions. This study did not follow up with participants after a long period. The study only included participants from limited majors—need a bigger variety within research sample. |
Costuchen et al., 2022 [58], Spain | To develop a serious game that would aid in the retention of foreign-language non-contextualized vocabulary items in different age categories. | 18–60 yr. 48 Yes | A serious game designed by the researchers | Quasi-experimental design (pre-test, treatment, and post-test), semi-structured interviews | EG outperformed CG in vocabulary post-test. Video games proved more efficient and entertaining in vocabulary learning than conventional methods. | A prototype—a serious game using the mnemonic system could offer an alternative to conventional study methods. | Incorporation of useful improvements due to time restraints. |
Dinçer and Dinçer, 2021 [59], Turkey | Investigate the effect of a serious simulation game, X-Plane 11, offering an invaluable learning experience on aviation vocabulary acquisition. | 19–21 yr. 30 Yes | Serious game | Quasi-experimental design (pre-test, treatment, and post-test), semi-structured interviews | EG outperformed CG in vocabulary post-test. Video games proved more efficient and entertaining in vocabulary learning than conventional teaching methods. The serious game offers an efficient risk-free environment to broaden the learner’s mental lexicon. | Implementation of simulator-based serious games could offer affordable and risk-free opportunities for learning, which could reduce anxiety in students and increase their learning achievement rate. | Number of participants. Counting in the vocabulary items of general English. Only the iPad version was included in the research. |
Calvo-Ferrer and Belda-Medina, 2021 [65], Spain | Explore the effect of playing an online multiplayer social deduction game (i.e., a game in which players attempt to uncover each other’s hidden role) on incidental and intentional second language (L2) vocabulary learning. | 16–18 yr. 54 Yes | Commercial social-deduction game | Quasi-experimental design (pre-test, treatment, and post-test) | An intentional approach to vocabulary learning may be more effective than incidentally encountering words during play. Advanced learners may benefit more from online multiplayer games with regard to learning new vocabulary. | Educators should provide learners with settings that promote engagement with new vocabulary and make students notice its form–meaning relationships. | Participants might have not been actively noticing the conversations that took place inside the game. The pre-test might have influenced the post-test results. Students were also supposed to offer the contextual meaning of the items within the vocabulary test, which may have not meant that they were completely ignorant of the words. Only completed on desktop PC, other platforms might have yielded different results. |
Octaberlina and Rofiki, 2021 [66], Indonesia | Investigate the outcome of using an online game named SpellingCity to enrich the sample’s vocabulary. | 17–20 yr. 22 No | Serious mobile game | Questionnaire, interview, pre-test, and post-test | DGBVL may be advantageous in vocabulary learning. Direction and instruction may increase the effectiveness of DGBVL even further. | Industrially created PC games can, with hypothetical direction, be adjusted for use in FLT process. Further support of EFL materials for the games could increase vocabulary retention. | Sample age—only tertiary students. |
Deris and Shukor, 2019 [64], Malaysia | To investigate several existing mobile apps for language learning. Look into students’ acceptance and the features of mobile apps conducive to vocabulary learning. | University students (age not disclosed) 3 interviewees and 30 questionnaire respondents No | Serious mobile games in general | Questionnaire, semi-structured interviews | Students have a positive acceptance of using serious mobile games in vocabulary learning. Learners sometimes feel overwhelmed by the vocabulary provided by serious mobile games; they find vocabulary too challenging. Internet connection is required to use the apps. | Game feature in mobile vocabulary learning apps provides an interesting and fun way of learning, while also motivating the students to learn more through mobile apps in the future. This could also increase the motivation of students to a learn language outside the classroom. | Number of participants Sample age—only tertiary students. Proficiency level—only A2 for the questionnaire. |
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Vnucko, G.; Klimova, B. Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review. Systems 2023, 11, 57. https://doi.org/10.3390/systems11020057
Vnucko G, Klimova B. Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review. Systems. 2023; 11(2):57. https://doi.org/10.3390/systems11020057
Chicago/Turabian StyleVnucko, Gregor, and Blanka Klimova. 2023. "Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review" Systems 11, no. 2: 57. https://doi.org/10.3390/systems11020057
APA StyleVnucko, G., & Klimova, B. (2023). Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review. Systems, 11(2), 57. https://doi.org/10.3390/systems11020057