2019
DOI: 10.1080/09588221.2019.1640745
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Digital game-based vocabulary learning: where are we and where are we going?

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Cited by 187 publications
(115 citation statements)
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References 49 publications
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“…Bahari (2020) reported that digital games, in general, can increase both the depth and size of the gamers' English word knowledge. Generally speaking, regarding the recent meta-analysis studies, digital games have the potentials to enhance vocabulary acquisition (Chen et al, 2018;Zou et al, 2019).…”
Section: Digital Games and The Acquisition Of Components Of The Word mentioning
confidence: 99%
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“…Bahari (2020) reported that digital games, in general, can increase both the depth and size of the gamers' English word knowledge. Generally speaking, regarding the recent meta-analysis studies, digital games have the potentials to enhance vocabulary acquisition (Chen et al, 2018;Zou et al, 2019).…”
Section: Digital Games and The Acquisition Of Components Of The Word mentioning
confidence: 99%
“…However, the focus of the available DGBVL literature is mainly on the acquisition of receptive (recognition or recall) word knowledge while the acquisition of productive word knowledge is neglected or rarely studied (Zou et al, 2019). In other words, few studies considered multidimensionality, or at least both receptive and productive knowledge, of vocabulary acquisition.…”
Section: Digital Games and The Acquisition Of Components Of The Word mentioning
confidence: 99%
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“…These applications use elements of games to incentivize their users, where learning happens as a side effect of playing the game. The user incentives are internal and include fun, pleasure, satisfaction, challenge, achievement, reputation, and competition, among others [16], [17]. For example, Duolingo [11] employs aesthetical visual metaphors of hearts, badges, winning streaks, and leaderboards to motivate their users [18].…”
Section: Gamified Technologiesmentioning
confidence: 99%
“…Digital game-based learning is a variant of CALL and it can be an effective way to learn foreign languages (e.g. Aghlara & Tamjid, 2011;Chen et al, 2018;Franciosi, 2017;Hsu, 2017;Liu & Chu, 2010;Sandberg et al, 2014;Tsai & Tsai, 2018; see reviews: Acquah & Katz, 2020;Zou et al, 2019) , albeit it has also been suggested that watching someone play can be even more effective for learning because of the increased cognitive load of actually playing the game (deHaan et al, 2010). In addition to learning what is practiced in the game, playing some types of digital (video) games can also promote learning transferable skills (Bavelier & Davidson, 2013;Eichenbaum et al, 2014).…”
Section: Introductionmentioning
confidence: 99%