Digital game-based learning supports long-term retention of second-language vocabulary¶
Claim · All claims
Evidence · 1 study · quant-synthesisr2·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¶
- Long-Term Memory — outcome: instruction changes it
- Vocabulary — outcome: instruction changes it
Related Claims¶
- The review reports that students learning with serious games often perform better on content knowledge assessments than those in traditional settings — the general claim this finding bears on, with the studies behind it
- Game design, not learner age or linguistic background, determines DGBL effectiveness; adventure games outperform non-adventure games — related
- Adventure video games with supplementary vocabulary material outperform control conditions on receptive and productive vocabulary tests — related
- Task-essentialness and productive use of new words in goal-directed activity may positively affect vocabulary learning and retention — related
- Incidental vocabulary gains show retention problems, with losses over time moderated by feedback timing and topic interest — reports the opposite
- Practice defined as meaningful language use plus effortful practice of difficult features is beneficial and even essential for second language acquisition — related
- Captioning second-language videos produces large benefits for comprehension and vocabulary acquisition — related
- Extramural English gaming relates to better L2 proficiency, but effects vary by activity type and strategy — related
- Grades themselves, regardless of formula, detrimentally affect creative thinking, long-term retention, interest in learning, and preference for challenging tasks — related
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 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.