Digital Game-Based Learning in Enhancing English Vocabulary: A Systematic Literature Review
DOI:
https://doi.org/10.31004/jpion.v4i2.382Keywords:
Digital Game-Based Learning, Vocabulary, EFL Learners, Systematic Literature ReviewAbstract
This study explores key factors influencing the effectiveness of Digital Game-Based Learning (DGBL) in enhancing English vocabulary acquisition among EFL learners. Using a Systematic Literature Review (SLR) under the PRISMA framework, a total of 206 articles were found, but only 18 were eligible for peer review. We chose a range of years published between 2016 and 2025 to ensure the inclusion of the latest research findings and methodologies that reflect current trends and technological advances in the field. Results show that DGBL significantly boosts vocabulary learning by increasing motivation, engagement, and retention. Technological aspects like interactivity, accessibility, adaptive features, and pedagogical elements such as self-regulated learning and emotional engagement are critical. Cognitive Load Theory helps explain the role of game complexity and scaffolding. DGBL faces challenges like digital literacy gaps and infrastructure issues despite its benefits. The study offers practical insights for educators and recommends further research on AI-driven games and long-term motivation in EFL settings.
References
Alfares, N. S. (2025). Investigating the Efficacy of Wordwall Platform in Enhancing Vocabulary Learning in Saudi EFL Classroom. International Journal of Game-Based Learning, 15(1). https://doi.org/10.4018/IJGBL.367870
Andreani, W., & Ying, Y. (2019). “PowPow” interactive game in supporting English vocabulary learning for elementary students. In B. W. (Ed.), Procedia Computer Science (Vol. 157, pp. 473–478). Elsevier B.V. https://doi.org/10.1016/j.procs.2019.09.005
Calvo-Ferrer, J. R., & Belda-Medina, J. (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). https://doi.org/10.3390/mti5120080
Chen, C. W. (2025). Low-tech serious games in higher education: bridging the digital divide and enhancing student thinking and performance. Humanities and Social Sciences Communications, 12(1), 1–10. https://doi.org/10.1057/s41599-024-04341-2
Chowdhury, M., Dixon, L., Kuo, L.-J., Donaldson, J. P., Eslami, Z., Viruru, R., & Luo, W. (2024). Digital game-based language learning for vocabulary development. Computers and Education Open, 6(February 2023), 100160. https://doi.org/10.1016/j.caeo.2024.100160
Dashtestani, R. (2022). The Winding Path towards Implementing Digital Game-based Learning (DGBL) in an Educational Context: the Voices of Pre-service Teachers. CALL-EJ, 23(3), 70–93. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85135763473&partnerID=40&md5=c2d408a3f871326ace0b2da9fde1caad
Dunn, J. C., & Zimmer, C. (2020). Self-determination theory. Routledge Handbook of Adapted Physical Education, 55(1), 296–312. https://doi.org/10.4324/9780429052675-23
Frolli, A., Cerciello, F., Esposito, C., Russo, M., & Bisogni, F. (2023). Learning Italian as a Second Language in a Sample of Ukrainian Children: A Game-Based Learning Approach. Pediatric Reports, 15(3), 502–511. https://doi.org/10.3390/pediatric15030046
Govender, T., & Arnedo-Moreno, J. (2021). An analysis of game design elements used in digital game-based language learning. Sustainability (Switzerland), 13(12). https://doi.org/10.3390/su13126679
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. Proceedings of the Annual Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377
Liu, Y.-J., Zhou, Y.-G., Li, Q.-L., & Ye, X.-D. (2022). Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning. Sustainability (Switzerland), 14(11). https://doi.org/10.3390/su14116626
Mayer, R. E. (2024). The Past, Present, and Future of the Cognitive Theory of Multimedia Learning. Educational Psychology Review, 36(1), 1–25. https://doi.org/10.1007/s10648-023-09842-1
Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., … Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. The BMJ, 372. https://doi.org/10.1136/bmj.n71
Plass, J. L., Homer, B. D., Mayer, R. E., & Kinzer, C. K. (2020). Theoretical foundations of game-based and playful learning. In Handbook of game-based learning. (pp. 3–24). The MIT Press.
Polyzi, P., & Moussiades, L. (2023). An artificial vocabulary learning assistant. Education and Information Technologies, 28(12), 16431–16455. https://doi.org/10.1007/s10639-023-11810-9
Rasti-Behbahani, A. (2021). Why digital games can be advantageous in vocabulary learning. Theory and Practice in Language Studies, 11(2), 111–118. https://doi.org/10.17507/tpls.1102.01
Rasti-Behbahani, A. (2025). Involvement Load Hypothesis vs. Technique Feature Analysis in Digital Game-Based Vocabulary Learning Activities. Journal of Research in Applied Linguistics, 16(1), 55–70. https://doi.org/10.22055/RALS.2024.46889.3300
Rasti-Behbahani, A, Abugohar, M. A., & Khallaf, N. M. (2024). Beware of What Lurks in the Margin: Glosses, Mobile DBigital Games, and Incidental Vocabulary Learning. International Journal of Interactive Mobile Technologies, 18(20), 169–185. https://doi.org/10.3991/ijim.v18i20.50247
Rasti-Behbahani, Amin. (2025). Involvement Load Hypothesis vs. Technique Feature Analysis in Digital Game-Based Vocabulary Learning Activities. Journal of Research in Applied Linguistics, 16(1), 55–70. https://doi.org/10.22055/RALS.2024.46889.3300
Rofii, A., Nurhidayat, E., Firharmawan, H., & Prihartini, E. (2023). Pelatihan Peningkatan Professional Competence Guru Dalam Mengintegrasikan Teknologi Dalam Pembelajaran Di Mgmp Bahasa Inggris Smk Kab.Majalengka. BERNAS: Jurnal Pengabdian Kepada Masyarakat, 4(3), 1915–1921. https://doi.org/10.31949/jb.v4i3.5509
Sakkir, G., Azis, N., & Jabu, B. (2023). Using the Digital Game Wordwall to Enhance Efl Students’ Vocabulary Mastery. Journal of Educational Science and Technology (EST), 9(3), 246. https://doi.org/10.26858/est.v9i3.56966
Sianturi, A. D., & Hung, R.-T. (2023). A Comparison between Digital-Game-Based and Paper-Based Learning for EFL Undergraduate Students’ Vocabulary Learning †. Engineering Proceedings, 38(1). https://doi.org/10.3390/engproc2023038078
Studies, E., & Babazade, Y. (2024). The Impact of Digital Tools on Vocabulary Development in Second Language Learning. 1(1), 35–41.
Sweller, J. (2008). Cognitive load theory and the use of educational technology. Educational Technology, 48, 32–35. https://doi.org/10.1007/s11423-019-09701-3
Vnucko, G., & Klimova, B. (2023). Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review. Systems, 11(2). https://doi.org/10.3390/systems11020057
Yang, Y.-F., Goh, A. P. I., Hu, C.-C., Chen, N.-S., & Lai, S.-C. (2024). Digital game-playing to enhance English vocabulary and content learning among anxious foreign language students. Computer Assisted Language Learning. https://doi.org/10.1080/09588221.2024.2371383
Yang, Y. F., Goh, A. P. I., Hu, C. C., Chen, N. S., & Lai, S. C. (2024). Digital game-playing to enhance English vocabulary and content learning among anxious foreign language students. Computer Assisted Language Learning, 0(0), 1–28. https://doi.org/10.1080/09588221.2024.2371383
Zafar, S. M. T. (2019). Role of Information Communication Technology (ICT) in Education and its Relative Impact. International Journal of Engineering Research & Technology (IJERT), 7(4), 1–10. www.ijert.org
Zhang, R, Zou, D., & Cheng, G. (2023). Learner engagement in digital game-based vocabulary learning and its effects on EFL vocabulary development. System, 119. https://doi.org/10.1016/j.system.2023.103173
Zhang, Ruofei, Zou, D., & Cheng, G. (2024). Self-regulated digital game-based vocabulary learning: motivation, application of self-regulated learning strategies, EFL vocabulary knowledge development, and their interplay. Computer Assisted Language Learning, 0(0), 1–43. https://doi.org/10.1080/09588221.2024.2344555
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Fitri Dwi Prastiwi1, Tria Dewi Lestari

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.















