TY - JOUR
T1 - Digital game-based learning's effectiveness on EFL learners’ receptive and productive vocabulary knowledge
AU - Jia, Wen
AU - Zhang, Liping
AU - Pack, Austin Cody
AU - Guan, Yi
AU - Zou, Bin
N1 - Publisher Copyright:
© (2024), (University of Hawaii at Manoa). All rights reserved.
PY - 2024
Y1 - 2024
N2 - 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 quasi-experimental research design to investigate DGBVL's long-term effects on receptive vocabulary (RV) and productive vocabulary (PV). Forty-eight Chinese English-as-a-foreign-language (EFL) university students, assigned to the experimental and control groups, were instructed by a DGBVL approach and PowerPoint (PPT) lecturing, respectively, over the course of 18 weeks. Specifically, a mixed 2×2 repeated measures experimental design was conducted by adopting instruction type (DGBVL and PPT lecturing) and testing time (pretest and posttest) as the independent variables, with RV and PV proficiency as the respective dependent variables. The results suggest that instruction type and teaching time have significant effects on participants’ RV and PV learning achievements. However, teaching time's effect size outweighs instruction type. The findings are highly encouraging for the use of DGBVL in the EFL classroom, as it may serve as an effective and long-lasting pedagogical tool within this context.
AB - 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 quasi-experimental research design to investigate DGBVL's long-term effects on receptive vocabulary (RV) and productive vocabulary (PV). Forty-eight Chinese English-as-a-foreign-language (EFL) university students, assigned to the experimental and control groups, were instructed by a DGBVL approach and PowerPoint (PPT) lecturing, respectively, over the course of 18 weeks. Specifically, a mixed 2×2 repeated measures experimental design was conducted by adopting instruction type (DGBVL and PPT lecturing) and testing time (pretest and posttest) as the independent variables, with RV and PV proficiency as the respective dependent variables. The results suggest that instruction type and teaching time have significant effects on participants’ RV and PV learning achievements. However, teaching time's effect size outweighs instruction type. The findings are highly encouraging for the use of DGBVL in the EFL classroom, as it may serve as an effective and long-lasting pedagogical tool within this context.
KW - Digital Game-Based Learning
KW - English as a Foreign Language
KW - Productive Vocabulary
KW - Receptive Vocabulary
UR - http://www.scopus.com/inward/record.url?scp=85208055964&partnerID=8YFLogxK
M3 - Article
AN - SCOPUS:85208055964
SN - 1094-3501
VL - 28
SP - 1
EP - 21
JO - Language, Learning and Technology
JF - Language, Learning and Technology
IS - 1
ER -