2018
DOI: 10.1016/j.compedu.2018.07.001
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A scoping review of research on digital game-based language learning

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Cited by 220 publications
(225 citation statements)
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References 60 publications
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“…A keyword-based search focused on "systematic review" OR "meta analysis" OR "literature review" AND "educational technology", conducted in April 2019, yielded a small number of studies that addressed the specific context of English as a second language (ESL) and English as a foreign language (EFL), as a discipline within arts and humanities (A&H) (United Nations Educational, Scientific and Cultural Organization Institute for Statistics [UNESCO] Institute for Statistics, 2015). However, the focus of three meta-analyses identified was not on the greater concept of student engagement, but rather primarily on achievement (Chang & Lin, 2013;Chiu, Kao, & Reynolds, 2012;Cho, Lee, Joo, & Becker, 2018), whilst other reviews found blended learning in ESL/EFL to be one way to enhance motivation (Albiladi & Alshareef, 2019), and another reviewed how language learning, mediated through digital games, influenced student learning outcomes on different levels (Hung, Yang, Hwang, Chu, & Wang, 2018). Therefore, in order to gain a broader overview, and to deepen insights into technology use within the field of A&H, the following research questions guide this analysis:…”
Section: Introductionmentioning
confidence: 99%
“…A keyword-based search focused on "systematic review" OR "meta analysis" OR "literature review" AND "educational technology", conducted in April 2019, yielded a small number of studies that addressed the specific context of English as a second language (ESL) and English as a foreign language (EFL), as a discipline within arts and humanities (A&H) (United Nations Educational, Scientific and Cultural Organization Institute for Statistics [UNESCO] Institute for Statistics, 2015). However, the focus of three meta-analyses identified was not on the greater concept of student engagement, but rather primarily on achievement (Chang & Lin, 2013;Chiu, Kao, & Reynolds, 2012;Cho, Lee, Joo, & Becker, 2018), whilst other reviews found blended learning in ESL/EFL to be one way to enhance motivation (Albiladi & Alshareef, 2019), and another reviewed how language learning, mediated through digital games, influenced student learning outcomes on different levels (Hung, Yang, Hwang, Chu, & Wang, 2018). Therefore, in order to gain a broader overview, and to deepen insights into technology use within the field of A&H, the following research questions guide this analysis:…”
Section: Introductionmentioning
confidence: 99%
“…Game-based learning is currently one of the most popular topics within the digital learning field. Hung et al [14] provided a scoping overview of empirical evidence on the use and impacts of digital games in language education from 2007 to 2016. In this research, a total of 50 selected studies were systematically analyzed, and two of the revealing findings are: most of the games for language learning were custom-built by the researchers; and personal computers were the most common platforms for playing games to support language learning.…”
Section: Game-based English Learningmentioning
confidence: 99%
“…(Gutierrez-Castillo, Puig, and Romero, 2018) Within the games-based learning (GBL), the most recurrent areas are mathematics, health, science and languages. The latter, recently explored in platform games, with computers being its main instrument (Hung et al, 2018). The setback that can arise is the access or knowledge about technologies, which translates into a barrier especially in rural sectors where digital gaps are greater.…”
Section: Technology and Language Learningmentioning
confidence: 99%