A scoping review of digital game-based technology on English language learning

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Article investigating the current practices of digital game-based language learning to support English language learning. This article provides strategies for educational researchers to improve their rigor in research, along with explicit criteria that digital game designers can apply toward language-learning game development.

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35 p.

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Xu, Zhihong; Chen, Zhuo; Eutsler, Lauren; Geng, Zihan & Kogut, Ashlynn August 14, 2019.

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This article is part of the collection entitled: UNT Scholarly Works and was provided by the UNT College of Education to the UNT Digital Library, a digital repository hosted by the UNT Libraries. It has been viewed 129 times, with 7 in the last month. More information about this article can be viewed below.

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Article investigating the current practices of digital game-based language learning to support English language learning. This article provides strategies for educational researchers to improve their rigor in research,
along with explicit criteria that digital game designers can apply toward language-learning game development.

Physical Description

35 p.

Notes

Abstract: Learning with games has been increasing in practice, but studies of the features and learning outcomes involving digital games to develop language learning are scarce. This scoping review investigates the current practices of digital game-based language learning to support English language learning, in terms of participants’ characteristics, methodological features, gaming characteristics, and an association between game availability and gaming characteristics. Our results indicate: (1) vocabulary is the most dominant practiced language skills; (2) methods employed were primarily quantitative with researcher-designed tests; (3) commercial games contain the most elements of a good game; (4) use of good gaming elements is inconsistent among digital games. We provide strategies for educational researchers to improve their rigor in research, along with explicit criteria that digital game designers can apply toward language-learning game development. As educational technology continues to transform language learning, we emphasize the need for continued research and development that investigates how gaming elements in mobile learning environments may improve language-learning outcomes.

This version of the article has been accepted for publication, after peer review and is subject to Springer Nature’s AM terms of use (https://www.springernature.com/gp/open-research/polic
ies/accepted-manuscript-terms), but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. The Version of Record is available online at: http://dx.doi.org/10.1007/s11423-019-09702-2

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  • Educational Technology Research and Development, 68, Springer Nature, August 14 2019, p. 877-904

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  • Publication Title: Educational Technology Research and Development
  • Volume: 68
  • Page Start: 877
  • Page End: 904
  • Peer Reviewed: Yes

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UNT Scholarly Works

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  • August 14, 2019

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  • Dec. 6, 2021, 8:07 a.m.

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  • Dec. 9, 2021, 9:33 a.m.

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Xu, Zhihong; Chen, Zhuo; Eutsler, Lauren; Geng, Zihan & Kogut, Ashlynn. A scoping review of digital game-based technology on English language learning, article, August 14, 2019; (https://digital.library.unt.edu/ark:/67531/metadc1863618/: accessed October 1, 2023), University of North Texas Libraries, UNT Digital Library, https://digital.library.unt.edu; crediting UNT College of Education.

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