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Keywords = digital game-based vocabulary learning

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29 pages, 3102 KB  
Article
ASL Recognition and Game-Based Interaction: A Machine Learning—Driven, Gamified and Accessible Vocabulary Learning System for Deaf Learners
by Stefanie Amiruzzaman, Raga Mouni Batchu, Md Amiruzzaman, Linh Ngo and M. Ali Akber Dewan
Computers 2026, 15(5), 299; https://doi.org/10.3390/computers15050299 - 7 May 2026
Cited by 1 | Viewed by 2661
Abstract
Digital learning tools for American Sign Language (ASL) often lack the interactive depth necessary to engage learners effectively. This paper introduces a novel, browser-based word search game designed to facilitate ASL vocabulary familiarization through gamified interaction. The system employs a two-tier architecture consisting [...] Read more.
Digital learning tools for American Sign Language (ASL) often lack the interactive depth necessary to engage learners effectively. This paper introduces a novel, browser-based word search game designed to facilitate ASL vocabulary familiarization through gamified interaction. The system employs a two-tier architecture consisting of a React-based frontend and a Flask-based backend. At its core, the application integrates a lightweight, skeleton-based Isolated Sign Language Recognition (ISLR) model, utilizing a Stacked Transformer-based Spatial-Temporal Attention Network to enable real-time webcam-based word entry during the configuration phase. This model, trained on the WLASL-100 dataset, achieves a Top-5 test accuracy of 88.48% with an average model inference latency of 141 ms, enabling real-time webcam input without proprietary hardware. Furthermore, we implement a constraint-satisfaction puzzle generation algorithm that achieves a 100% success rate in creating interlocked, multi-directional grids. Our results demonstrate that merging computer vision with pedagogical game mechanics provides an accessible, high-performance tool for the Deaf and Hard-of-Hearing (DHH) community, bridging the gap between static instruction and active linguistic practice. Full article
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19 pages, 1160 KB  
Article
Examining the Influential Mechanism of English as a Foreign Language (EFL) Learners’ Flow Experiences in Digital Game-Based Vocabulary Learning: Shedding New Light on a Priori Proposed Model
by Xuan Wang and Linfei Feng
Educ. Sci. 2025, 15(2), 125; https://doi.org/10.3390/educsci15020125 - 22 Jan 2025
Cited by 7 | Viewed by 4326
Abstract
Over the last ten years, continuous attention has been paid to the use of digital games in vocabulary learning. Their effectiveness and availability have been widely discussed. However, the experiences of language learners and the underlying patterns of their engagement while using digital [...] Read more.
Over the last ten years, continuous attention has been paid to the use of digital games in vocabulary learning. Their effectiveness and availability have been widely discussed. However, the experiences of language learners and the underlying patterns of their engagement while using digital games for vocabulary learning remain underexplored. In order to fill this significant gap, this study aimed to examine the influential mechanism of English as a Foreign Language (EFL) learners’ flow experiences in digital game-based vocabulary learning (DGBVL). The sample consisted of 306 Chinese EFL learners who had DGBVL app usage experience, and data collection was based on a DGBVL flow experience instrument employed through an online platform. Structural equation modeling (SEM) was employed to assess the reliability and validation of the existing scale for various DGBVL apps. A multi-group analysis was then conducted, revealing that the influential mechanism was a process in which the effects of antecedents on outcomes could be mediated by flow experiences. In addition, the role of usage frequency was also explored, and three paths were found to differ across three usage frequency levels (i.e., seldom, sometimes, and always): the effect of balance of skill and challenge on enjoyment, the effect of enjoyment on satisfaction, and the effect of perceived learning on satisfaction. These findings provide new insights for the influential mechanism of flow experiences and will assist EFL learners in optimizing their learning outcomes in digital game-based vocabulary learning. Full article
(This article belongs to the Section Technology Enhanced Education)
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10 pages, 496 KB  
Article
Learning Italian as a Second Language in a Sample of Ukrainian Children: A Game-Based Learning Approach
by Alessandro Frolli, Francesco Cerciello, Clara Esposito, Mariagrazia Russo and Fabio Bisogni
Pediatr. Rep. 2023, 15(3), 502-511; https://doi.org/10.3390/pediatric15030046 - 18 Aug 2023
Cited by 4 | Viewed by 3145
Abstract
Game-based learning is an educational approach aimed at acquiring knowledge through the use of play. There are various studies that note the effectiveness of playing as an educational tool and the use of digital platforms as a tool that can increase its effectiveness. [...] Read more.
Game-based learning is an educational approach aimed at acquiring knowledge through the use of play. There are various studies that note the effectiveness of playing as an educational tool and the use of digital platforms as a tool that can increase its effectiveness. We wanted to investigate whether a game-based learning approach may determine an improvement in Italian as a foreign language in terms of vocabulary expansion. The sample consists of 48 Ukrainian children between 6 and 7 years old. There were 24 female children and 24 male children in the sample, divided into two groups: the control group (Gr1) learnt Italian through frontal lessons (traditional approach), the experimental group (Gr2) learnt Italian through games and activities (game-based learning). The results have shown that the experimental group had a major increase in Italian vocabulary. However, both groups had an increase in this sense. Game-based learning remains an effective and promising educational approach, but other variables must be taken into account. Furthermore, the scarcity of literature on foreign language learning through game-based learning creates the need for more studies. Full article
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6 pages, 229 KB  
Proceeding Paper
A Comparison between Digital-Game-Based and Paper-Based Learning for EFL Undergraduate Students’ Vocabulary Learning
by Alex Dharmawan Sianturi and Ruei-Tang Hung
Eng. Proc. 2023, 38(1), 78; https://doi.org/10.3390/engproc2023038078 - 11 Jul 2023
Cited by 3 | Viewed by 4675
Abstract
This research aimed to compare two strategies for vocabulary learning (digital-game-based learning and paper-based learning). The research was conducted during the first semester of the academic year 2022/2023. A total of 40 EFL undergraduate students within the Applied English Program of a private [...] Read more.
This research aimed to compare two strategies for vocabulary learning (digital-game-based learning and paper-based learning). The research was conducted during the first semester of the academic year 2022/2023. A total of 40 EFL undergraduate students within the Applied English Program of a private university located in the middle part of Taiwan were selected and divided into two groups: digital-based (n = 20) and paper-based (n = 20). The instrument developed by the researcher was pre- and post-vocabulary tests for both groups. The pre-vocabulary test was implemented to identify the level of students’ prior knowledge of vocabulary mastery. For the intervention, Kahoot! quiz exercises were conducted weekly for the digital-game-based group, while the paper-based group received the same quiz on paper every week. The post-vocabulary tests showed no significant difference between the students using digital-game-based quizzes and paper-based quizzes during the six-week intervention. Full article
18 pages, 983 KB  
Systematic Review
Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review
by Gregor Vnucko and Blanka Klimova
Systems 2023, 11(2), 57; https://doi.org/10.3390/systems11020057 - 21 Jan 2023
Cited by 55 | Viewed by 24339
Abstract
Constant technological development creates the need for continual optimization of the educational process to achieve educational objectives with the highest possible efficiency. Surveys have shown that digital games are very popular among all age groups, including when they are used in foreign language [...] Read more.
Constant technological development creates the need for continual optimization of the educational process to achieve educational objectives with the highest possible efficiency. Surveys have shown that digital games are very popular among all age groups, including when they are used in foreign language education, such as in Digital Game-Based Vocabulary Learning (DGBVL). Therefore, the purpose of this review study is to summarize the existing knowledge on DGBVL and to provide new, cutting-edge information based on available literature accessible within three databases: Web of Science, Scopus, and ScienceDirect. After applying the inclusion and exclusion criteria and conducting the search, 13 articles were identified for a deeper analysis. The main findings reveal that DGBVL can create a positive learning environment. In this kind of environment, students experience predominantly positive emotions which may in turn enhance their vocabulary retention. The review suggests that DGBVL is useful in vocabulary learning and may even surpass conventional teaching methods in an English classroom. The findings of this review can serve as a basis for further research, which could ultimately lead to the implementation of DGBVL in the process of English instruction, not only as a supplementary method, but possibly as a full alternative to conventional English lessons. Full article
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14 pages, 1365 KB  
Article
Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning
by Yu-Jiao Liu, Ying-Ge Zhou, Qi-Long Li and Xin-Dong Ye
Sustainability 2022, 14(11), 6626; https://doi.org/10.3390/su14116626 - 28 May 2022
Cited by 15 | Viewed by 11418
Abstract
At a time when game-based learning has become a research hotspot, this study focused on the competition mechanism in gamified learning, aiming to explore the impact of different competition modes on students’ vocabulary learning effect and learning motivation. A group of 79 sixth [...] Read more.
At a time when game-based learning has become a research hotspot, this study focused on the competition mechanism in gamified learning, aiming to explore the impact of different competition modes on students’ vocabulary learning effect and learning motivation. A group of 79 sixth grade students from China were randomly assigned to a non-competitive class, an individual competition class, and an inter-group competition class. The experiment was conducted in an English vocabulary course, and the game competition was carried out using the Quizlet Live game platform. The results indicated that: (1) the vocabulary learning effect and motivation of students in the competitive classes (individual competition and inter-group competition) were better than those in the non-competitive class; (2) the learning effect of students in the inter-group competitive class outperformed that of the individual competitive class, but there was no significant difference in learning motivation. Through the qualitative analysis of the students’ interviews, it was found that the results of inter-group competition may be related to the student’s perception of learning and emotional support. The findings of this study can provide relevant support for the subsequent game-based learning design. Full article
(This article belongs to the Special Issue Sustainability in Educational Gamification)
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16 pages, 1624 KB  
Article
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
by José Ramón Calvo-Ferrer and Jose Belda-Medina
Multimodal Technol. Interact. 2021, 5(12), 80; https://doi.org/10.3390/mti5120080 - 10 Dec 2021
Cited by 36 | Viewed by 15287
Abstract
Vocabulary learning has been traditionally considered central to second language learning. It may take place either intentionally, by means of deliberate attempts to commit factual information to memory, or incidentally, as a consequence of other cognitive processes involving comprehension. Video games, which have [...] Read more.
Vocabulary learning has been traditionally considered central to second language learning. It may take place either intentionally, by means of deliberate attempts to commit factual information to memory, or incidentally, as a consequence of other cognitive processes involving comprehension. Video games, which have been extensively employed in educational contexts to understand lexical development in foreign languages, foster both exposure to and the production of authentic and meaning-focused vocabulary. An empirical study was conducted to explore the effect of playing an online multiplayer social deduction game (i.e., a game in which players attempt to uncover each other’s hidden role) on incidental and intentional second language (L2) vocabulary learning. Secondary school pre-intermediate English as a Foreign Language (EFL) students (n = 54) took a vocabulary pre-test that identified eight unknown words likely to appear in the video game Among Us. Then, students were randomly assigned to different groups of players and to different learning conditions—within each group, half of the players were given a list of phrases containing such target words, which they were encouraged to meaningfully use in the game by means of written interaction. In doing so, students learnt some target words intentionally and provided contextualized incidental exposure to other players. They took a vocabulary test after two sessions of practice with the game to explore intentional and incidental L2 vocabulary learning gains. The pre- and post-tests suggested, among other results, that players using new L2 words in the game Among Us would retain more vocabulary than players only encountering them, that vocabulary intentionally input helped other users trigger incidental vocabulary learning, and that repetition had a positive effect on L2 vocabulary learning. Full article
(This article belongs to the Special Issue Innovations in Game-Based Learning)
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26 pages, 550 KB  
Article
An Analysis of Game Design Elements Used in Digital Game-Based Language Learning
by Terence Govender and Joan Arnedo-Moreno
Sustainability 2021, 13(12), 6679; https://doi.org/10.3390/su13126679 - 11 Jun 2021
Cited by 63 | Viewed by 16744
Abstract
Considerable changes have occurred in language learning with the introduction of gameful approaches in the classroom and the increase in the popularity of language applications like Duolingo. A review of existing studies on such approaches to language learning shows that gamification tends to [...] Read more.
Considerable changes have occurred in language learning with the introduction of gameful approaches in the classroom and the increase in the popularity of language applications like Duolingo. A review of existing studies on such approaches to language learning shows that gamification tends to be the most popular approach. However, this popularity has been achieved at the expense of other gameful approaches, such as the use of digital games. To gain a clearer picture of the developments and gaps in the digital game-based learning research, this paper examines and categorizes observations about game elements used in published papers (n = 114) where serious and digital games were tested in language education settings. Game element analysis reveals that (1) the most frequently occurring elements in digital game-based language learning (DGBLL) are feedback, theme, points, narrative, and levels; (2) even though there was significant variance in the number of elements observed in DGBLL, both the bespoke and off-the-shelf games show similar high-frequency elements; (3) DGBLL has been applied to vocabulary acquisition and retention in many cases, but lacks implementation and testing in input and output language skills; (4) although there is some consensus on the most frequent elements, the design patterns of common elements according to age group and target language skill show considerable variance; (5) more research is needed on less common design elements that have shown promise in encouraging language acquisition. The synthesis of information from the collected papers contributes to knowledge regarding DGBLL application design and will help formulate guidelines and detect efficacy patterns as the field continues to grow. Full article
(This article belongs to the Special Issue Design Methodology for Educational Games)
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