{"title":"A Bayesian Meta-Analysis of Digital Game-Enhanced Vocabulary Learning","authors":"Sofiya Shahiwala, D. R. Rahul","doi":"10.1002/jcal.70246","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background</h3>\n \n <p>Digital game-enhanced vocabulary learning (DGEVL), referring to the use of commercial off-the-shelf games for vocabulary learning, has attracted growing scholarly interest. Although existing studies predominantly report positive effects, previous reviews have conflated different game types, restricted their scope or overlooked the processes that mediate learning outcomes. As a result, there is limited understanding of how and under what conditions DGEVL works, leaving gaps in theory and research practice.</p>\n </section>\n \n <section>\n \n <h3> Objectives</h3>\n \n <p>This study aimed to examine the effectiveness of digital game-enhanced vocabulary learning and identify the factors that facilitate or hinder its impact.</p>\n </section>\n \n <section>\n \n <h3> Methods</h3>\n \n <p>A meta-analysis of 12 studies (14 samples, 765 participants) was conducted using a Bayesian random-effects model to assess the overall impact of DGEVL. Subgroup analyses explored the influence of study, participant, intervention and assessment characteristics. To contextualise these findings, a systematic review of 25 studies, comprising 12 quantitative studies included in the meta-analysis and an additional 13 qualitative studies, was carried out, and a thematic analysis was conducted to construct a conceptual model of the learning process.</p>\n </section>\n \n <section>\n \n <h3> Results and Conclusions</h3>\n \n <p>DGEVL demonstrates a strong positive effect on vocabulary learning (posterior median <i>g</i><sub>within</sub> = 1.11, 95% credible interval (CI) [0.62, 1.61]; <i>g</i><sub>between</sub> = 1.40, 95% CI [0.58, 2.25]), with substantial between-study heterogeneity (<i>τ</i><sub>within</sub> = 0.56, 95% CI [0.26, 1.00]; <i>τ</i><sub>between</sub> <i>=</i> 0.80, 95% CI [0.26, 1.68]). These effects vary depending on factors such as the length of the intervention, learner proficiency, and the type of game played. The cyclical model conceptualises vocabulary learning as a cyclical process shaped by gameplay, language interactions and metacognitive regulation. The study highlights the need for balanced assessment techniques, prolonged interventions, micro-longitudinal data collection, comparative designs and rigorous trials.</p>\n </section>\n </div>","PeriodicalId":48071,"journal":{"name":"Journal of Computer Assisted Learning","volume":"42 3","pages":""},"PeriodicalIF":5.7000,"publicationDate":"2026-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Computer Assisted Learning","FirstCategoryId":"95","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/jcal.70246","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
Background
Digital game-enhanced vocabulary learning (DGEVL), referring to the use of commercial off-the-shelf games for vocabulary learning, has attracted growing scholarly interest. Although existing studies predominantly report positive effects, previous reviews have conflated different game types, restricted their scope or overlooked the processes that mediate learning outcomes. As a result, there is limited understanding of how and under what conditions DGEVL works, leaving gaps in theory and research practice.
Objectives
This study aimed to examine the effectiveness of digital game-enhanced vocabulary learning and identify the factors that facilitate or hinder its impact.
Methods
A meta-analysis of 12 studies (14 samples, 765 participants) was conducted using a Bayesian random-effects model to assess the overall impact of DGEVL. Subgroup analyses explored the influence of study, participant, intervention and assessment characteristics. To contextualise these findings, a systematic review of 25 studies, comprising 12 quantitative studies included in the meta-analysis and an additional 13 qualitative studies, was carried out, and a thematic analysis was conducted to construct a conceptual model of the learning process.
Results and Conclusions
DGEVL demonstrates a strong positive effect on vocabulary learning (posterior median gwithin = 1.11, 95% credible interval (CI) [0.62, 1.61]; gbetween = 1.40, 95% CI [0.58, 2.25]), with substantial between-study heterogeneity (τwithin = 0.56, 95% CI [0.26, 1.00]; τbetween= 0.80, 95% CI [0.26, 1.68]). These effects vary depending on factors such as the length of the intervention, learner proficiency, and the type of game played. The cyclical model conceptualises vocabulary learning as a cyclical process shaped by gameplay, language interactions and metacognitive regulation. The study highlights the need for balanced assessment techniques, prolonged interventions, micro-longitudinal data collection, comparative designs and rigorous trials.
期刊介绍:
The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope