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Original Article

The impact of a serious game on vocabulary and content learning

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Ali Soyoof. (2023) Iranian EFL students’ perception of willingness to communicate in an extramural digital context. Interactive Learning Environments 31:9, pages 5922-5939.
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Mark Peterson. (2023) Digital simulation games in CALL: a research review. Computer Assisted Language Learning 36:5-6, pages 943-967.
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Shen Qiao, Samuel Kai Wah Chu & Susanna Siu-sze Yeung. (2023) Understanding how gamification of English morphological analysis in a blended learning environment influences students’ engagement and reading comprehension. Computer Assisted Language Learning 0:0, pages 1-34.
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Hao-Jan Howard Chen, Hsiao-Ling Hsu & Zhi-Hong Chen. (2023) A study on the effect of adding L1 glosses in the subtitle of an adventure game for vocabulary learning. Interactive Learning Environments 31:4, pages 1889-1905.
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Kuo-Wei Kyle Lai & Hao-Jan Howard Chen. (2023) A comparative study on the effects of a VR and PC visual novel game on vocabulary learning. Computer Assisted Language Learning 36:3, pages 312-345.
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Ali Soyoof, Barry Lee Reynolds, Kan Kan Chan, Wen-Ta Tseng & Kate McLay. (2023) Massive online multiplayer games as an environment for English learning among Iranian EFL students. Computer Assisted Language Learning 0:0, pages 1-44.
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Amin Rasti-Behbahani & Maryam Shahbazi. (2022) Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge. Computer Assisted Language Learning 35:8, pages 1920-1945.
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Ali Soyoof, Barry Lee Reynolds, Rustam Shadiev & Boris Vazquez-Calvo. (2022) A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play. Computer Assisted Language Learning 0:0, pages 1-34.
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Rui M. Sousa & José Dinis-Carvalho. (2021) A game for process mapping in office and knowledge work. Production Planning & Control 32:6, pages 463-472.
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Ying Zhang. (2023) The Influence of Game-Enhanced Communication on EFL Learners’ Pragmatic Competence in Compliment Responses. Applied Linguistics.
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Ghada Amoudi & Dina Tbaishat. (2023) Interactive notebooks for achieving learning outcomes in a graduate course: a pedagogical approach. Education and Information Technologies 28:12, pages 16669-16704.
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Yuchan (Blanche) Gao. (2023) Weaving game and task into content-language integration: Proposing a game-mediated dual learning model. EuroAmerican Journal of Applied Linguistics and Languages 10:1, pages 1-20.
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Yavuz AKPINAR, Ekrem KUTBAY & Ali AKKAYA. (2023) Designing Exploratory Serious Games with Learning SupportsÖğrenme Destekleriyle Açınsayıcı Öğrenme Oyunları Tasarlama. Eğitimde Kuram ve Uygulama 19:1, pages 83-96.
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Yuchan (Blanche) Gao & Elisabeth R. Gee. (2023) Defining Game-Mediated Second and Foreign Language Teaching and Learning. International Journal of Game-Based Learning 13:1, pages 1-15.
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Paola Julie Aguilar-Cruz, Peiyu Wang, Zongping Xiang & Heng Luo. (2023) Factors Influencing Game-Based Learning in the Colombian Context: A Mixed Methods Study. Sustainability 15:10, pages 7817.
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Zhonggen Yu. (2023) Learning Outcomes, Motivation, and Satisfaction in Gamified English Vocabulary Learning. SAGE Open 13:2, pages 215824402311583.
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Dara Tafazoli & Hussein Meihami. (2022) Narrative inquiry for CALL teacher preparation programs amidst the COVID-19 pandemic: language teachers’ technological needs and suggestions. Journal of Computers in Education 10:1, pages 163-187.
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Shelly Xueting Ye & Jia Shi. (2023) Investigating the potential of changing the smartphone system language to L2 for facilitating vocabulary learning and motivation. Language Teaching Research, pages 136216882211455.
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Gwo-Jen Hwang, Pei-Ying Chen, Shih-Ting Chu, Wen-Hua Chuang, Chin-Ya Juan & Hui-Yun Chen. (2023) Game-Based Language Learning in Technological Contexts: An Integrated Systematic Review and Bibliometric Analysis. International Journal of Online Pedagogy and Course Design 13:1, pages 1-25.
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Marina R. Zheltukhina, Natalia N. Kislitsyna, Evgeny G. Panov, Anastasia Atabekova, Tatyana Shoustikova & Nina I. Kryukova. (2023) Language learning and technology: A conceptual analysis of the role assigned to technology. Online Journal of Communication and Media Technologies 13:1, pages e202303.
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Alicia González Pérez & Alicia Álvarez Serrano. (2022) Aprendizaje basado en juegos para aprender una segunda lengua en educación superior. Innoeduca. International Journal of Technology and Educational Innovation 8:2, pages 114-128.
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Beatriz Villarejo-Carballido, Cristina M. Pulido & Santiago Tejedor. (2022) Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game. Future Internet 14:11, pages 329.
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Akbar Bahari, Allyson Eamer & Janette Hughes. (2022) An Analysis of Current Research on Computer-Assisted L2 Vocabulary Learning. CALICO Journal 39:3, pages 257-280.
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Michael Yi-Chao Jiang, Morris Siu-Yung Jong, Na Wu, Bin Shen, Ching-Sing Chai, Wilfred Wing-Fat Lau & Biyun Huang. (2022) Integrating Automatic Speech Recognition Technology Into Vocabulary Learning in a Flipped English Class for Chinese College Students. Frontiers in Psychology 13.
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Yu-Jiao Liu, Ying-Ge Zhou, Qi-Long Li & Xin-Dong Ye. (2022) Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning. Sustainability 14:11, pages 6626.
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Willington Ortiz, Diego Castillo & Lenis Wong. (2022) Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students. Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students.
Jie Chi Yang, Ching‐Jung Chung & Mei‐Shan Chen. (2021) Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning . Journal of Computer Assisted Learning 38:2, pages 422-439.
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Nuri Kara. (2022) The Effect of Serious Mobile Games on Student English Vocabulary Acquisition and Attitude Toward English. International Journal of Computer-Assisted Language Learning and Teaching 12:1, pages 1-16.
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Ming Li, Qi Zhang & Zhonggen Yu. (2021) Integrating Educational Games into College English Learning. Education Research International 2021, pages 1-9.
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José Ramón Calvo-Ferrer & Jose Belda-Medina. (2021) The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us. Multimodal Technologies and Interaction 5:12, pages 80.
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Seunghee Jin. (2021) The Effects of Digital Virtual Reality Game-Based Language Learning on English Language Learners’ Development of Vocabulary and Cultural Knowledge and Affective Attitudes. STEM Journal 22:3, pages 78-94.
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Lilia V. Bondareva & Tatiana V. Potemkina. 2021. Multimodality, Digitalization and Cognitivity in Communication and Pedagogy. Multimodality, Digitalization and Cognitivity in Communication and Pedagogy 73 86 .
Rene Westerholt, Heinrich Lorei & Bernhard Höfle. (2020) Behavioural Effects of Spatially Structured Scoring Systems in Location-Based Serious Games—A Case Study in the Context of OpenStreetMap. ISPRS International Journal of Geo-Information 9:2, pages 129.
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