Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 6 |
Descriptor
Computer Games | 6 |
Learner Engagement | 6 |
Second Language Learning | 6 |
Vocabulary Development | 6 |
English (Second Language) | 4 |
Second Language Instruction | 4 |
Educational Games | 3 |
Foreign Countries | 3 |
Game Based Learning | 3 |
Instructional Effectiveness | 3 |
Learning Motivation | 3 |
More ▼ |
Source
Computer Assisted Language… | 1 |
International Association for… | 1 |
Journal of Education and… | 1 |
Language Learning & Technology | 1 |
ProQuest LLC | 1 |
Turkish Online Journal of… | 1 |
Author
Ari Muhammad Syifa | 1 |
David Segoh | 1 |
Di Zou | 1 |
Gary Cheng | 1 |
Huang, Yan | 1 |
Kacet, Jaroslav | 1 |
Klimova, Blanka | 1 |
Li, Juan | 1 |
Lilla Musyahda | 1 |
Ruofei Zhang | 1 |
Xie, Haoran | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Information Analyses | 3 |
Reports - Research | 3 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Education Level
Elementary Secondary Education | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Audience
Location
Asia | 1 |
Australia | 1 |
Brazil | 1 |
Connecticut | 1 |
Denmark | 1 |
Egypt | 1 |
Estonia | 1 |
Florida | 1 |
Germany | 1 |
Greece | 1 |
Hawaii | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
International English… | 1 |
What Works Clearinghouse Rating
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
Li, Juan – ProQuest LLC, 2019
Slow vocabulary development and poor comprehension among English Language learners (ELLs) (August, Carlo, & Snow, 2005) have resulted in an academic achievement gap between ELLs and native English-speaking learners in the United States (Klingner, Artiles, & Barletta, 2006; Wilde, 2010). This mixed-methods sequential explanatory research…
Descriptors: English (Second Language), Second Language Learning, Video Games, Educational Technology
Zou, Di; Huang, Yan; Xie, Haoran – Computer Assisted Language Learning, 2021
Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners. With the rapid development of educational technologies, game-based learning is emerging into a field with considerable potential, within which, digital game-based vocabulary learning has…
Descriptors: Vocabulary Development, Game Based Learning, Teaching Methods, Second Language Learning
Klimova, Blanka; Kacet, Jaroslav – Turkish Online Journal of Educational Technology - TOJET, 2017
Information and communication technologies (ICT) have become an inseparable part of people's lives. For children the use of ICT is as natural as breathing and therefore they find the use of ICT in school education as normal as the use of textbooks. The purpose of this review study is to explore the efficacy of computer games on language learning…
Descriptors: Teaching Methods, Computer Games, Instructional Effectiveness, Vocabulary Development
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers