Why Digital Games Can Be Advantageous in Vocabulary Learning
Bibliographic Data
| ID | 21806754 |
|---|---|
| Authors | Amin Rasti-Behbahani (0000-0002-1507-6986, University of Jyväskylä, corresponding author) |
| Year | 2021 |
| Volume | 11 |
| Issue | 2 |
| Pages | 111 |
| Publication date | 2021-02-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Theory and Practice in Language Studies (JOURNAL) |
| Journal identifiers | ISSN: 1799-2591 • E-ISSN: 2053-0692 |
| Publisher | Academy Publication (PUBLISHER • GB) |
| DOI | 10.17507/tpls.1102.01 |
| OpenAlex | W3121948276 |
| Language | EN |
| Citations received | 5 |
| References cited | 17 |
Vocabulary learning is an integral part of language learning; however, it is difficult. Although there are many techniques proposed for vocabulary learning and teaching, researchers still strive to find effective methods. Recently, digital games have shown potentials in enhancing vocabulary acquisition. A majority of studies in digital game-based vocabulary learning (DGBVL) literature investigate the effectiveness of DGBVL tasks. In other words, there are enough answers to what questions in DGBVL literature whereas why questions are rarely answered. Finding such answers help us learn more about the structure of the DGBVL tasks and their effects on vocabulary learning. Hence, to achieve this aim, the available literature on digital games and vocabulary learning were systematically reviewed from 1996 to 2020. The results revealed seven themes such as motivation, authenticity, repetition, instantiation, dual encoding, interactivity, and feedback. Based on the available literature, these themes are factors, in digital games, that can contribute to enhancing vocabulary acquisition
Digital Learning · Interactivity · Language acquisition · Linguistics · Mathematics education · Multimedia · Vocabulary · Vocabulary Learning · Computer Science · Educational Games and Gamification · Innovative Teaching and Learning Methods · Psychology · Second Language Acquisition and Learning
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| Unique citing works | 5 |
|---|---|
| Citations per year | 1,25 |
| Citation span | 2022 - 2026 (5) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 5 |