Open Journal of Social Sciences

Volume 3, Issue 10 (October 2015)

ISSN Print: 2327-5952   ISSN Online: 2327-5960

Google-based Impact Factor: 0.73  Citations  

Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review

HTML  XML Download Download as PDF (Size: 287KB)  PP. 101-109  
DOI: 10.4236/jss.2015.310015    8,475 Downloads   16,571 Views  Citations

ABSTRACT

This paper is a synthesis of 17 qualitative, quantitative, and mixed-method studies published over the last decade. The synthesis suggests that game-enhanced learning provides a set of effective strategies such as language repetitions, contextual clues, interaction with native speakers and peers, and imagery to practice and use second language vocabulary in the authentic context. Some of the strategies such as word lists, dictionaries, and vocabulary exercises are more beneficial when combined with native speakers or peers’ interactions. Due to high interactivity of games, note taking and media strategies provide less support for vocabulary learning. The lack of high quality studies and empirical data makes it difficult to draw conclusions about which video games strategies provide the most benefit. The synthesis of research identifies that generally game-enhanced practices are helpful for second language vocabulary enhancement.

Share and Cite:

Yudintseva, A. (2015) Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review. Open Journal of Social Sciences, 3, 101-109. doi: 10.4236/jss.2015.310015.

Cited by

[1] A systematic review of theory-informed design and implementation of digital game-based language learning
Digital Games in Language Learning, 2023
[2] The effects of a game-enhanced learning intervention on foreign language learning
Educational technology research and development, 2022
[3] Digital games, literacy and language learning in L1 and L2: A comparative review
L1-Educational Studies in …, 2022
[4] Effects of educational video games on English vocabulary learning and retention
… Journal of Technology in Education (IJTE), 2022
[5] A Review on Vocabulary Learning-Designed MALL Applications in the EFL Context
Theory and Practice in Language …, 2022
[6] DIGITAL GAMES, LITERACY AND LANGUAGE LEARNING IN L1 AND L2
2022
[7] La alfabetización de adultos en lengua extranjera con herramientas digitales
… Nebrija de Lingüística Aplicada a la …, 2022
[8] La instrucción diferenciada en el desarrollo de la producción escrita del idioma inglés.
2022
[9] Influence of idioms in speaking.
2022
[10] Authentic Computer Simulation Games And Vocabulary Learning: An Exploratory Case Study
2022
[11] Strategies of Learning English Vocabulary and Grammar by Freshmen University Students: A Case Study of An-Najah National University and Palestine Technical …
International Journal of Linguistics …, 2022
[12] Developing English Pronunciation through Animation and YouTube Videos
Arab World English Journal (AWEJ) Volume, 2022
[13] Dimensions of Social Interaction in Second Language Learning
2021
[14] Video Games in the Development of Cognitive Skills Relevant for Language Learning: A Systematic Review
Multimodality, Digitalization and Cognitivity …, 2021
[15] Using Community of Inquiry to Scaffold Language Learning in Out-of-School Gaming: A Case Study
2021
[16] The Effects of Educational Games on EFL Vocabulary Learning of Early Childhood Students with Learning Disabilities: A Systematic Review and Meta-analysis
2021
[17] EFL Learners' Beliefs Concerning the Effects of Accumulative Gaming Experiences on the Development of their Linguistic Competence.
2020
[18] La Poesía Infantil en el desarrollo del vocabulario del idioma inglés.
2020
[19] The Using of SAVI (Somatic, Auditory, Visual and Intellectual approach) in Improving Vocabulary, Listening and Creative Thinking Skills of Elementary Stage Pupils
2020
[20] Online Games for Primary School Vocabulary Teaching and Learning: A Literature Review
2020
[21] English Learners' Perceptions of Video Games as a Medium for Learning and Integration into the English Curriculum1
MEXTESOL Journal, 2020
[22] VOCABULARY LEARNING AND RETENTION: A COMPARISON BETWEEN A SERIOUS GAME AND MOBILE APPLICATION
2020
[23] Лінгвістичні засади формування неологізмів у кіберспортивній лексиці
2020
[24] Desenvolvimento de videojogo para o ensino da língua inglesa
2020
[25] Use of Digital Games in Teaching Vocabulary to Young Learners
2020
[26] Playing with e-CALF:“Regulate My Own Learning.”
2020
[27] Inclusive Language Education and Digital Games: A Literature Review and EFL Students' Perceptions
2020
[28] Playing with e-CALF:“Regulate My Own Learning”
2020
[29] CORPUS SOFTWARE IN EFL TEACHING: EXAMINATION OF LANGUAGE EXPOSURE
2020
[30] Investigating the Impact of Integrating Vocabulary Exercises Into an Adventure Video Game on Second Vocabulary Learning
2020
[31] Использование корпусных технологий в обучении профессионально ориентированному иностранному языку: анализ содержания учебных материалов
2020
[32] Game-Based Language Learning in ESL Classrooms: Effective Interventions and Influences on Students' Vocabulary Acquisition, Communicative Competence …
2020
[33] Interactive Learning in the medical English classroom
Universal Journal of Educational Research, 2020
[34] English Learners' Perceptions of Video Games as a Medium for Learning and Integration into the English Curriculum.
MEXTESOL Journal, 2020
[35] EFL Learners' Perceptions towards Using Mobile Language Learning Applications in Improving Vocabulary Acquisition Case of Master One Students of Linguistics at …
2020
[36] A study on the effect of adding L1 glosses in the subtitle of an adventure game for vocabulary learning
2020
[37] A Systematic Review of Video Games for Second Language Acquisition
2020
[38] Эффективность использования технологии «развлекательного образования»(edutainment) в обучении иностранному языку
2019
[39] Vocabulary Acquisition in English as a Foreign Language: Digital Gameplaying The Sims
Revista Linguagem & Ensino, 2019
[40] Various Approaches in Teaching Vocabulary
2019
[41] ЭФФЕКТИВНОСТЬ ИСПОЛЬЗОВАНИЯ ТЕХНОЛОГИИ" РАЗВЛЕКАТЕЛЬНОГО ОБРАЗОВАНИЯ"(EDUTAINMENT) В ОБУЧЕНИИ ИНОСТРАННОМУ …
2019
[42] Vocabulary Acquisition in English as a Foreign Language: Digital Gameplaying The Sims.
2019
[43] Digital games, foreign language and vocabulary development
2019
[44] e-CALF (Electronic Version of Contextual Attractive Logical Fun) Game as Self-Directed Learning Media for Students in the Digital Era
2019
[45] Towards the Development of an Effective Online Language Learning Model in a University Environment
2019
[46] Classroom Intervention for Integrating Simulation Games into Language Classrooms: An Exploratory Study with the SIMs 4
CALL-EJ, 2019
[47] Impacts of a mind mapping-based contextual gaming approach on EFL students' writing performance, learning perceptions and generative uses in an English course
2019
[48] The Role of Massively Multiplayer Role-Playing Games in Facilitating Vocabulary Acquisition for English Language Learners: A Mixed-Methods Study
2019
[49] A Literature Review on the Impact of Games on Learning English Vocabulary to Children
2019
[50] The efficiency of using the technology of “edutainment” in teaching foreign languages
2019
[51] Эффективность использования технологии" развлекательного образования"(edutainment) в обучении иностранному языку
2019
[52] КОМПЬЮТЕРНЫЕ И МОБИЛЬНЫЕ ПРИЛОЖЕНИЯ В ПРЕПОДАВАНИИ ИНОСТРАННОГО ЯЗЫКА
2018
[53] VIDEO GAMES: THE INTERFACE BETWEEN LANGUAGE LEARNING AND STORYTELLING
2018
[54] Comparative Effectiveness Between Game-Enhanced and Pencil-and-Paper English Vocabulary Learning Approaches
2018
[55] INVESTIGATION OF THE EFFECT OF ORAI SMARTPHONE-BASED APPLICATION ON SPEAKING COMPETENCY FOR ADULT LEARNERS
2018
[56] Interaktivno učenje muzike i engleskog jezika primenom digitalnih medija
2018
[57] The integration of information technology into high school English teaching in China
2018
[58] An Analysis of Morphological Processes of Balinese Dialect of Batukandik
2018
[59] THE EFFECT OF COMPUTER-ASSISTED HIDDEN OBJECT GAME ON VOCABULARY MASTERY OF STUDENTS IN SMP N 3 SUKASADA ACADEMIC YEAR 2017 …
2018
[60] Computer Game-Based Foreign Language Learning: Its Benefits and Limitations
Technology in Education. Innovative Solutions and Practices, 2018
[61] Differences in serious game-aided and traditional English vocabulary acquisition
Computers & Education, 2018
[62] THE EFFECT OF COMPUTER-ASSISTED HIDDEN OBJECT GAME ON VOCABULARY MASTERY OF STUDENTS IN SMP N 3 SUKASADA ACADEMIC …
2018
[63] GAMIFIED TRAINING SESSIONS AS MEANS OF ENHANCING STUDENTS'MOTIVATION IN LEARNING ENGLISH
2018
[64] Facultad de Ciencias Sociales y Humanísticas
2017
[65] English Vocabulary Learning Strategies Used by Eleventh Grade Students of SMK N 2 Salatiga
2017
[66] The role of video games in learning EFL
2017
[67] Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms
Frontiers in human neuroscience, 2017
[68] RECURSOS DIGITAIS PARA O ENSINO E APRENDIZAGEM DE INGLÊS
2017
[69] Efficacy of Computer Games on Language Learning
2017
[70] PROYECTO DE TITULACIÓN
2017
[71] Using Online Computer Games in the ELT Classroom: A Case Study
English Language Teaching, 2017
[72] VOCABULÁRIO EM INGLÊS COMO LÍNGUA ESTRANGEIRA: UM BREVE ESTADO DA ARTE NO BRASIL
2017
[73] Using Online Computer Games in the ELT Classroom: A Case Study.
English Language Teaching, 2017
[74] Efficacy of Computer Games on Language Learning.
Turkish Online Journal of Educational Technology - TOJET, 2017
[75] Improving The First Year Student's Vocabulary Mastery Through Short Animation Movie At Smp N 13 Malang
2017
[76] JOGOS EDUCACIONAIS: CONTRIBUIÇÕES DA NEUROCIÊNCIA À APRENDIZAGEM
2016
[77] Edutainment in Teaching English as a Foreign Language The Effectiveness of using multimedia inside EFL classroom Dr. Muyaad Juma Juma
[78] La alfabetización de adultos en lengua extranjera con herramientas digitales Adult literacy in a foreign language with digital tools

Copyright © 2024 by authors and Scientific Research Publishing Inc.

Creative Commons License

This work and the related PDF file are licensed under a Creative Commons Attribution 4.0 International License.