Guo, Wenhong (2020-11). Digital Games for Vocabulary Acquisition in Learning English as a Foreign/Second Language. Doctoral Dissertation. Thesis uri icon

abstract

  • English acquisition can be extremely difficult for EFL or ESL students because of the tedious experience of learning English words, which leads to less intrinsic learning motivation and poor learning outcomes. With widespread availability of mobile devices, digital games gain the advantage of multimedia, flexibility of time, and location. In this dissertation, English vocabulary acquisition through digital games for EFL/ESL context is explored. The dissertation consists of three journal articles. Chapter Two is a literature review related to effectiveness of vocabulary digital games for EFL/ESL learners. Chapter Three is a content analysis of existing English vocabulary digital games for secondary EFL learners in the Chinese market. Chapter Four is an investigation of teacher perceptions on effective elements of vocabulary digital games for EFL context in China. The results of this dissertation confirmed three points. First, a synthesis indicated that due to the lack of quality of existing studies, it was difficult to arrive at a conclusion whether digital game-based learning on vocabulary acquisition was effective for EFL/ ESL or not. High-quality study in this area is needed. I recommended specific consideration should be given to educational design quality in future research. Second, the content analysis of digital games in English vocabulary learning suggested that limited learning opportunities were offered for EFLs in China and there was a lack of diversity for the use of pedagogical supports to satisfy the needs of secondary school EFL students. The existing digital games may not provide high-quality learning facilitation for secondary students. Third, investigating EFL teachers' perceptions of an effective vocabulary digital game show diverse functions and interactivity, proper amount of learning, play time control, degree of interesting, cartoon art style, textbook-related content, popularity of platform, adequate practice, simple and smooth flow, vocabulary visuals, and theme-based vocabulary would be key elements for an effective English vocabulary digital game. It was recommended that educators and game designers should consider these key elements as an evaluation rubric or reference in digital game evaluation or design for English vocabulary acquisition.

publication date

  • November 2020