Publication Date
In 2025 | 2 |
Since 2024 | 7 |
Since 2021 (last 5 years) | 19 |
Since 2016 (last 10 years) | 24 |
Since 2006 (last 20 years) | 24 |
Descriptor
English (Second Language) | 24 |
Game Based Learning | 24 |
Video Games | 24 |
Second Language Learning | 18 |
Foreign Countries | 15 |
Second Language Instruction | 10 |
College Students | 9 |
Instructional Effectiveness | 9 |
Vocabulary Development | 9 |
Teaching Methods | 8 |
Student Attitudes | 7 |
More ▼ |
Source
Author
Naoko Taguchi | 2 |
A. Pradheepa | 1 |
Amr M. Mohamed | 1 |
Andersson, Shawn | 1 |
Antonio Jose´ Melo Leite… | 1 |
Austin Pack | 1 |
Berry, David | 1 |
Bin Zou | 1 |
Calvo-Ferrer, José Ramón | 1 |
Chen, Hao-Jan Howard | 1 |
Chen, Zhi-Hong | 1 |
More ▼ |
Publication Type
Journal Articles | 22 |
Reports - Research | 20 |
Tests/Questionnaires | 5 |
Information Analyses | 2 |
Books | 1 |
Collected Works - General | 1 |
Collected Works - Proceedings | 1 |
Guides - Classroom - Teacher | 1 |
Reports - Descriptive | 1 |
Education Level
Audience
Teachers | 1 |
Location
China | 3 |
Indonesia | 2 |
Japan | 2 |
Spain | 2 |
Brazil | 1 |
Montenegro | 1 |
Poland | 1 |
South Korea | 1 |
Sweden | 1 |
Taiwan | 1 |
Turkey | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Test of Word Reading… | 1 |
What Works Clearinghouse Rating
Huertas-Abril, Cristina A.; Muszynska, Barbara – ReCALL, 2023
This international replication study demonstrates how playing a video game is related to multiple dimensions of creativity in foreign language writing. In this research project, university students were asked to interact with a commercial murder mystery video game, "Her Story," and produce a piece of creative writing, which was a…
Descriptors: Video Games, English (Second Language), Second Language Learning, Creative Writing
Igor Ivanovic – Education and Information Technologies, 2024
This paper seeks to construct a narrative woven around the academic ventures and tribulations of third-year students who, in their initial university chapter, stumbled on the academic hurdles of General English 1 and 2 examinations and to immerse in a realm where digital game-based learning takes centre stage, exploring its potential as a…
Descriptors: Game Based Learning, College Students, Technology Uses in Education, Video Games
Hofmeyr, Michael – JALT CALL Journal, 2023
The notion that digital games can be effectively employed as tools for learning and teaching has steadily been gaining traction among educational theorists and researchers, with numerous empirical studies pointing to the potential benefits of games for skill and knowledge development. However, a solid understanding of learners' attitudes and…
Descriptors: Student Attitudes, Video Games, Game Based Learning, Foreign Countries
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Naoko Taguchi; Daniel H. Dixon; Yuqing Qin; Ying Chen – Language Teaching Research, 2025
We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most…
Descriptors: Game Based Learning, Undergraduate Students, Video Games, Computer Simulation
Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning
A. Pradheepa; K. Gurusamy; T. Pushpanathan – Australian Journal of Applied Linguistics, 2025
This meta-analysis aims to investigate gamification's impact on improving tertiary-level second-language learners' lexical repertoire. Forty-seven peer-reviewed works were evaluated for this analysis. The analysis focused on determining the effectiveness of gamified learning environments in the context of improving vocabulary and learning and…
Descriptors: Meta Analysis, Game Based Learning, Second Language Learning, Second Language Instruction
Umamah, Atik; Saukah, Ali – PASAA: Journal of Language Teaching and Learning in Thailand, 2022
Digital games have been integrated into the teaching and learning process along with the immense use of digital games by student gamers. This adoption is to facilitate students with a more interesting and exciting classroom atmosphere. This study was conducted in an attempt to describe the voice of EFL university students regarding the integration…
Descriptors: Video Games, Game Based Learning, Student Attitudes, English (Second Language)
Sangmin-Michelle Lee – ReCALL, 2023
In recent years, the number of studies investigating the effectiveness of using digital games for incidental second language (L2) vocabulary learning has been rapidly increasing; however, there is still a lack of research identifying the factors that affect incidental L2 vocabulary learning. Hence, the current study examined vocabulary-related…
Descriptors: Second Language Learning, Vocabulary Development, Retention (Psychology), Game Based Learning
Wen Jia; Liping Zhang; Austin Pack; Yi Guan; Bin Zou – Language Learning & Technology, 2024
Although digital game-based vocabulary learning (DGBVL) has received increasing attention in the past two decades, the impacts of DGBVL on the depth of word knowledge are still not well understood, especially in regard to productive vocabulary learning and DGBVL's long-term efficacy. This study leverages a quasiexperimental research design to…
Descriptors: Game Based Learning, Video Games, Vocabulary Development, Receptive Language
Jose´ Nunes da Silva Ju´nior; Antonio Jose´ Melo Leite Junior; Maria Clara Alexandre; Francisco Serra Oliveira Alexandre; Lucas Lima da Silva; Jean-Yves Winum – Journal of Chemical Education, 2023
This report details the design of an online trilingual (English, French, and Portuguese) interactive virtual board game and its implementation at the Federal University of Ceará in Brazil. It was used as a fun alternative to assist chemistry and pharmacy undergraduate students in reviewing introductory concepts to organic reactions: enthalpy,…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, Chemistry
Andersson, Shawn – JALT CALL Journal, 2022
Digital game-based language learning (DGBLL) is a field that promotes language learning by combining game entertainment and mechanics inducive to learning. Researchers have proposed evidence of various language-learning benefits, yet downsides persist, such as negative stigmas, a lack of participation of non-gamers, and potential adverse…
Descriptors: Foreign Countries, College Students, English (Second Language), Second Language Learning
Naoko Taguchi – Language Teaching, 2024
Learning pragmatics involves learning linguistic forms and their communicative functions as well as the context where the form-function relationships are realized. Given its socially grounded, context-sensitive nature, pragmatics may be best learned in a technology-enhanced environment that provides direct access to contextualized communicative…
Descriptors: Pragmatics, Language Acquisition, Game Based Learning, Video Games
Hazar, Esin – Online Submission, 2020
It has been an educational policy for the Turkish educational authorities to teach English as a foreign language from early ages of children. This research attempts to determine the role of digital games on enhancing English vocabulary and to compare games with pen and paper practices. For this purpose, digital games on EBA (Education Informatics…
Descriptors: Video Games, Vocabulary Development, English (Second Language), Second Language Learning
Xu, Zhihong; Chen, Zhuo; Eutsler, Lauren; Geng, Zihan; Kogut, Ashlynn – Educational Technology Research and Development, 2020
Learning with games has been increasing in practice, but studies of the features and learning outcomes involving digital games to develop language learning are scarce. This scoping review investigates the current practices of digital game-based language learning to support English language learning, in terms of participants' characteristics,…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
Previous Page | Next Page »
Pages: 1 | 2