Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review

Author:

Vnucko Gregor1ORCID,Klimova Blanka2ORCID

Affiliation:

1. Department of English Language and Culture, Faculty of Pedagogy, Constantine the Philosopher University in Nitra, Drážovská 4, 949 01 Nitra, Slovakia

2. Department of Applied Linguistics, Faculty of Informatics and Management, University of Hradec Kralové, Hradecká 1249/6, 500 03 Hradec Králové, Czech Republic

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.

Funder

SPEV project 2023

Publisher

MDPI AG

Subject

Information Systems and Management,Computer Networks and Communications,Modeling and Simulation,Control and Systems Engineering,Software

Reference70 articles.

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3. Entertainment Software Association (2022, December 27). Essential Facts About the Video Game Industry. Available online: https://www.theesa.com/resource/2022-essential-facts-about-the-video-game-industry/.

4. Perrotta, C., Featherstone, G., Aston, H., and Houghton, E. (2013). Game-Based Learning: Latest Evidence and Future Directions, NFER.

5. Digital Games and Language Teaching and Learning;Sykes;Foreign Lang. Ann.,2018

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