Publication Date
| In 2026 | 0 |
| Since 2025 | 3 |
| Since 2022 (last 5 years) | 20 |
| Since 2017 (last 10 years) | 54 |
| Since 2007 (last 20 years) | 63 |
Descriptor
| Computer Games | 63 |
| Second Language Instruction | 63 |
| Vocabulary Development | 63 |
| Second Language Learning | 58 |
| English (Second Language) | 47 |
| Foreign Countries | 45 |
| Teaching Methods | 43 |
| Student Attitudes | 21 |
| Instructional Effectiveness | 19 |
| Comparative Analysis | 18 |
| Computer Assisted Instruction | 17 |
| More ▼ | |
Source
Author
Publication Type
| Journal Articles | 54 |
| Reports - Research | 54 |
| Information Analyses | 9 |
| Speeches/Meeting Papers | 6 |
| Tests/Questionnaires | 6 |
| Collected Works - Proceedings | 3 |
| Books | 1 |
| Non-Print Media | 1 |
| Reports - Descriptive | 1 |
Education Level
Audience
Location
| Turkey | 7 |
| Saudi Arabia | 6 |
| China | 5 |
| Taiwan | 5 |
| Japan | 4 |
| Indonesia | 3 |
| Sweden | 3 |
| Brazil | 2 |
| Florida | 2 |
| France | 2 |
| Germany | 2 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
| Patterns of Adaptive Learning… | 1 |
What Works Clearinghouse Rating
Xianlin Liu; Khalid Abdullah Alotaibi; Arash Hashemifardnia – European Journal of Education, 2025
In recent years, the integration of digital technologies into language learning has gained significant attention, particularly in the context of English as a Foreign Language (EFL) education. However, there remains a gap in understanding the broader affective and cognitive benefits of serious game-based learning (SGBL) in this field. The present…
Descriptors: Game Based Learning, Comparative Analysis, English (Second Language), Second Language Learning
Wen Jia; Austin Pack; Yi Guan; Liping Zhang; Bin Zou – Computer Assisted Language Learning, 2025
Despite the growing interest in game-based learning (GBL) over the last two decades, the influence of Augmented Reality-based GBL on English vocabulary growth is still not well understood when compared with other forms of media, especially with regard to academic English vocabulary. This quasi-experimental study with 90 Chinese…
Descriptors: Game Based Learning, English for Academic Purposes, Second Language Learning, Second Language Instruction
Ananda Sadyva Aulia Putri; Suvi Akhiriyah – Journal of English Teaching, 2024
Web-based games can be an alternative learning media for students to improve their vocabulary mastery in reading. Nevertheless, few studies look at how web-based games can be used as a teaching tool to help junior high school students improve their vocabulary, especially in the context of reading. The main objective of this research is to know the…
Descriptors: Vocabulary Development, Mastery Learning, Junior High School Students, Computer Games
Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Levy, Helena; Hanulíková, Adriana – Language Learning, 2023
We use a novel paradigm to examine the effect of language exposure and variable input on the acquisition of words in primary school--aged children. Children growing up with different languages and foreign or regional accents in their input might benefit from their experience with variability when learning new words from peers with unfamiliar…
Descriptors: Linguistic Input, Second Language Learning, Second Language Instruction, Pronunciation
Mohammad Hamad Al-khresheh – European Journal of Education, 2025
This study investigated the relationship between attention, relevance, confidence and satisfaction within the ARCS motivational framework in self-regulated digital game-based vocabulary learning among Saudi EFL learners. Employing structural equation modelling, this study examined how these motivational factors interact and influence learner…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Second Language Learning
Chu, Shih-Ting; Hwang, Gwo-Jen; Chien, Shu-Yun; Chang, Shao-Chen – British Journal of Educational Technology, 2023
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Games
Ali Soyoof; Barry Lee Reynolds; Rustam Shadiev; Boris Vazquez-Calvo – Computer Assisted Language Learning, 2024
While the study of serious games has received due attention, few studies have investigated their potentials of simultaneously offering a route to both content and language acquisition. Understanding the interdisciplinary educational affordance of serious game play is significant, as it might provide game designers and teachers with insight into…
Descriptors: Computer Assisted Instruction, Computer Games, Second Language Learning, Second Language Instruction
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
Gao, Ya; Pan, Lin – Language Learning Journal, 2023
Mobile-assisted language learning is a growing feature of contemporary language learning, and their distinct gamification design produces new and increasingly popular contexts for language learning. This paper explores the gamification features of the two most popular EFL vocabulary learning applications widely used by Asian learners --…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Peterson, Mark – Computer Assisted Language Learning, 2023
This paper reviews the literature on the use of digital simulation games in computer-assisted language learning (CALL). The discussion explores research approaches, contexts, methodologies, findings, trends and issues in peer-reviewed research that has investigated the use of this type of digital game over the period 2005 to 2020. Results showed…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
Bahari, Akbar; Eamer, Allyson; Hughes, Janette – CALICO Journal, 2022
The use of educational technologies to teach a second language (L2) in general, and L2 vocabulary in particular, has mass appeal among computer-assisted language learning (CALL) practitioners. The main objective of the present study is to report the challenges and affordances of technologies used for computer-assisted vocabulary learning (CAVL),…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
Demir, Elif Çelebi; Ari, Asim – Anatolian Journal of Education, 2023
The aim of the study is to reveal the teachers' view about 8th grade English Course book and educational programme about vocabulary teaching. The study is valuable for examining 8th grade English teaching programme and course book in terms of vocabulary teaching and revealing the current situation in the programme and the course book. Vocabulary…
Descriptors: Grade 8, Second Language Learning, Second Language Instruction, English (Second Language)
Lai, Kuo-Wei Kyle; Chen, Hao-Jan Howard – Computer Assisted Language Learning, 2023
Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate…
Descriptors: Vocabulary Development, Game Based Learning, Second Language Learning, Second Language Instruction
Grace Hui Chin Lin – Online Submission, 2024
This research was conducted in a National University of western part in Taiwan. It guided students to select language learning games of language learning (Amur et al. (2024; Huang & Liaw, 2021; Srinivasan & Reddy 2023) on Facebook or other websites to improve English Language proficiencies in listening, speaking reading and writing. Below…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Artificial Intelligence

Peer reviewed
Direct link
