Digital Games for Learning Vocabulary: The Effects on Foreign Language Anxiety, Buoyancy, Online Engagement, and Vocabulary Learning

Authors

  • Abdulaziz Bin Faleh Al-Aosail Department of Curricula and Teaching Methods- College of Education-King Faisal University/ Al-Ahsa-KSA Author
  • Ali Lamouchi College of Science and Humanity Studies, Department of English Language and Literature, Prince Sattam Bin Abdulaziz University, Al-Kharj, Saudi Arabia Author
  • Sherif Ahmed Ibrahim Department of Educational Technology, College of Education, University of Bisha, Bisha 61922, Saudi Arabia Author
  • Mona G. Gafar 1Department of Computer Engineering and Information, College of Engineering in Wadi Alddawasir, Prince Sattam Bin Abdulaziz University, Kharj 16278, Saudi Arabia; 2Machine Learning and Information Retrieval Department, Artificial Intelligence, Kafrelsheikh University, Kafrelsheikh 33516, Egypt Author
  • Waheed Elsayed Hafez Department of curriculum instruction and technology, College of Humanities and social sciences, Northern Border University, Arar, Saudi Arabia Author

Keywords:

academic buoyancy, digital game-based vocabulary learning, foreign language anxiety, online engagement, vocabulary learning

Abstract

This study explored the effects of Digital Game-Based Vocabulary Learning (DGBVL) on foreign language anxiety, academic buoyancy, engagement, and vocabulary learning among English as a Foreign Language (EFL) learners. The research utilized a quasi-experimental design with pretest-posttest control groups. Participants were 40 lower-intermediate EFL, randomly assigned to experimental and control groups. Foreign language anxiety was measured using Spielberger's State-Trait Anxiety Inventory (STAI), academic buoyancy with Martin and Marsh's scale, and engagement with Dixon's scale. Vocabulary learning was assessed through teacher-made tests. Results indicated that DGBVL significantly reduces foreign language anxiety, enhances academic buoyancy, increases engagement, and improves vocabulary learning compared to traditional instruction. The study underscores the potential of DGBVL in creating dynamic and effective language learning environments, urging educators, materials developers, policymakers, and syllabus designers to consider its integration into language education practices. Future research should explore long-term effects and applicability across different proficiency levels.

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Published

2024-09-28

How to Cite

Digital Games for Learning Vocabulary: The Effects on Foreign Language Anxiety, Buoyancy, Online Engagement, and Vocabulary Learning. (2024). Computer-Assisted Language Learning Electronic Journal, 25(4), 27-50. https://callej.org/index.php/journal/article/view/481