The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis: The effectiveness of DGBL

Resource type
Journal Article
Authors/contributors
Title
The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis: The effectiveness of DGBL
Abstract
This study presents the results of a meta-analytic study about the effects of digital gamebased learning (DGBL) on vocabulary. The results of the study showed that the effects of DGBL on vocabulary learning may vary with game design features (Q 5 5.857, df 5 1, p 5 .016), but not with learners’ age (Q 5 0.906, df 5 1, p 5 .341) or linguistic background (Q 5 0.0001, df 5 1, p 5 .994). In light of the research findings, Csikszentmihalyi’s (1990) Flow Theory was adopted to theorize the role of game design in DGBL. It is proposed that a hierarchy should exist on the “challenge” axis in the Flow Theory, with adventure-oriented games above non-adventure-based games along the “challenge” axis. The theoretical underpinning is that the dynamic equilibrium between challenge and abilities can function independently of the effects of learners’ age and linguistic background.
Publication
British Journal of Educational Technology
Volume
49
Issue
1
Pages
69-77
Date
01/2018
Journal Abbr
Br J Educ Technol
Language
en
ISSN
00071013
Short Title
The effectiveness of digital game-based vocabulary learning
Accessed
27/09/2022, 11:41
Library Catalogue
DOI.org (Crossref)
Citation
Chen, M.-H., Tseng, W.-T., & Hsiao, T.-Y. (2018). The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis: The effectiveness of DGBL. British Journal of Educational Technology, 49(1), 69–77. https://doi.org/10.1111/bjet.12526
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