Claims

Digital game-based learning supports long-term retention of second-language vocabulary

Claim · All claims
Evidence · 1 study · quant-synthesis r2 · q2
Currency · newest study 2025 · checked against its sources 2026-10-20 (automated, 1 of 1 entry) · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? A meta-analysis by Tsai and Liu (2018), as reported by this review, found digital games effective for SLV acquisition with positive long-term retention effects. → A. Pradheepa 2025

Evidence

A. Pradheepa 2025

A. Pradheepa, K. Gurusamy & T. Pushpanathan. (2025). The role of language games in enhancing vocabulary acquisition: A meta-analysis. Australian Journal of Applied Linguistics, 8(1). https://doi.org/10.29140/ajal.v8n1.2073

q2 · i? · quant-synthesis · r2

The review attributes this to Tsai and Liu (2018), reporting that learners using gamified tools showed improved retention compared with counterparts using conventional approaches; no effect size is printed in the text provided.

"A meta-analysis by Tsai and Liu (2018) found that digital games are very effective for Second Language Vocabulary (SLV) acquisition and their long-term retention has positive effects"

Discussion

Learner Variables

Page metadata
Field Value
type claim
id dgbl-long-term-vocabulary-retention
title Digital game-based learning supports long-term retention of second-language vocabulary
description Digital game-based learning supports long-term retention of second-language vocabulary
status review
evidence_strength weak
newest_evidence 2025
source_checked 2026-10-20
generated by process:wiki-ingest on 2026-09-27
trust unverified — no one has confirmed this page's content
sources 1 — a-pradheepa-2025

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