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The Impact of Digital Game-Based Learning on Intermediate EFL Vocabulary Development. A Literature Review

Abstract
A well-developed vocabulary is essential to second language (L2) proficiency, serving as the foundation for both receptive and productive competence. In recent years, there has been a growing interest in using digital gameplay to enhance vocabulary acquisition in language education. However, a comprehensive and current review investigating this within an EFL context remains lacking. This review aims to examine the impact of Digital Game-Based Learning (DGBL) on intermediate EFL vocabulary acquisition, with a focus on three aspects: incidental vocabulary acquisition, productive vocabulary, and vocabulary learning strategies (VLS). A total of sixteen peer-reviewed studies published between 2015 and 2025 were analysed. These studies were selected and compared based on criteria including learner level, demographic relevance, and research focus. Findings indicate that DGBL positively influences vocabulary acquisition and production through increased learner engagement, motivation, and the use of self-regulated strategies. Additionally, variables such as frequency of play and game genres were identified as contributing to vocabulary development. The review concludes by discussing the pedagogical implications and limitations of the findings and by highlighting areas in need of further research.
Degree
Student essay
URI
https://hdl.handle.net/2077/87390
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  • Examensarbete grundnivå
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Student essay (701.7Kb)
Date
2025-05-26
Author
Prekadini, Sherif
Smart, Laurie
Keywords
Digital Game-Based Learning (DGBL)
vocabulary acquisition
vocabulary learning strategies
English as a Foreign Language (EFL)
Series/Report no.
SOLLÄR 2025-003
Language
eng
Metadata
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