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dc.contributor.authorRasti-Behbahani, Amin
dc.date.accessioned2021-02-02T14:50:53Z
dc.date.available2021-02-02T14:50:53Z
dc.date.issued2021
dc.identifier.citationRasti-Behbahani, A. (2021). Why Digital Games Can Be Advantageous in Vocabulary Learning. <i>Theory and Practice in Language Studies</i>, <i>11</i>(2), 111-118. <a href="https://doi.org/10.17507/tpls.1102.01" target="_blank">https://doi.org/10.17507/tpls.1102.01</a>
dc.identifier.otherCONVID_47879889
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/73946
dc.description.abstractVocabulary learning is an integral part of language learning; however, it is difficult. Although there are many techniques proposed for vocabulary learning and teaching, researchers still strive to find effective methods. Recently, digital games have shown potentials in enhancing vocabulary acquisition. A majority of studies in digital game-based vocabulary learning (DGBVL) literature investigate the effectiveness of DGBVL tasks. In other words, there are enough answers to what questions in DGBVL literature whereas why questions are rarely answered. Finding such answers help us learn more about the structure of the DGBVL tasks and their effects on vocabulary learning. Hence, to achieve this aim, the available literature on digital games and vocabulary learning were systematically reviewed from 1996 to 2020. The results revealed seven themes such as motivation, authenticity, repetition, instantiation, dual encoding, interactivity, and feedback. Based on the available literature, these themes are factors, in digital games, that can contribute to enhancing vocabulary acquisition.en
dc.format.mimetypeapplication/pdf
dc.languageeng
dc.language.isoeng
dc.publisherAcademy Publication
dc.relation.ispartofseriesTheory and Practice in Language Studies
dc.rightsIn Copyright
dc.subject.othervocabulary learning
dc.subject.otherword learning
dc.subject.otherdigital game
dc.subject.otherdigital game-based learning
dc.subject.otherlanguage learning
dc.titleWhy Digital Games Can Be Advantageous in Vocabulary Learning
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202102021400
dc.contributor.laitosKieli- ja viestintätieteiden laitosfi
dc.contributor.laitosDepartment of Language and Communication Studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_dcae04bc
dc.description.reviewstatuspeerReviewed
dc.format.pagerange111-118
dc.relation.issn1799-2591
dc.relation.numberinseries2
dc.relation.volume11
dc.type.versionpublishedVersion
dc.rights.copyright© 2021 Academy Publication
dc.rights.accesslevelopenAccessfi
dc.subject.ysodigitaaliset pelit
dc.subject.ysosanavarasto
dc.subject.ysosanat
dc.subject.ysokielen oppiminen
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p21233
jyx.subject.urihttp://www.yso.fi/onto/yso/p3291
jyx.subject.urihttp://www.yso.fi/onto/yso/p24061
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.relation.doi10.17507/tpls.1102.01
dc.type.okmA2


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