Game-Based Learning in ESL Context: A Systematic Literature Review (2020-2024)

Game-based learning is a well-known trend in education, which provides an interesting strategy for teaching English as a second language (ESL). However, it might be difficult for educators to choose the best game-based learning platform for their students, especially Generation Z, who are easily distracted by their phones and rapidly lose interest. Thus, this review systematically identifies the types of gaming platforms utilized and language skills that are prioritized for English as a second language (ESL) acquisition. 24 articles out of 145 from 2020 to 2024 were extracted using three databases such as Scopus, Web of Science (WoS), and Educational Resources Information Centre (ERIC) with the application of exclusion and inclusion criteria. The findings revealed that the most widely used approach of gamifying education is through the implementation of online platforms like Quizizz and Kahoot, where grammar and vocabulary are taught naturally and practiced with other language skills rather than separately. The results of the selected articles showed that game-based learning environments increase ESL students' interest and engagement while also assisting them in acquiring particular skills successfully. However, most research on gamified platforms in ESL acquisition focused on college and university students. undoubtedly creates a new path for future research.

Authors

Publication Details

Journal
International Journal of Academic Research in Progressive Education and Development
Published
2024-09-14
DOI
https://doi.org/10.6007/ijarped/v13-i3/22895
Citations
2
Primary Topic
Technology-Enhanced Education Studies
Type
article
Field-Weighted Citation Impact
4.19
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Game-Based Learning in ESL Context: A Systematic Literature Review (2020-2024)

Harwati Binti Hashim, Dassmeera Earichappan
2 citations
International Journal of Academic Research in Progressive Education and Development
Technology-Enhanced Education Studies
4.19
article

Game-Based Learning in ESL Context: A Systematic Literature Review (2020-2024)

Harwati Binti Hashim, Dassmeera Earichappan
article en
2 citations

Abstract

Game-based learning is a well-known trend in education, which provides an interesting strategy for teaching English as a second language (ESL). However, it might be difficult for educators to choose the best game-based learning platform for their students, especially Generation Z, who are easily distracted by their phones and rapidly lose interest. Thus, this review systematically identifies the types of gaming platforms utilized and language skills that are prioritized for English as a second language (ESL) acquisition. 24 articles out of 145 from 2020 to 2024 were extracted using three databases such as Scopus, Web of Science (WoS), and Educational Resources Information Centre (ERIC) with the application of exclusion and inclusion criteria. The findings revealed that the most widely used approach of gamifying education is through the implementation of online platforms like Quizizz and Kahoot, where grammar and vocabulary are taught naturally and practiced with other language skills rather than separately. The results of the selected articles showed that game-based learning environments increase ESL students' interest and engagement while also assisting them in acquiring particular skills successfully. However, most research on gamified platforms in ESL acquisition focused on college and university students. undoubtedly creates a new path for future research.

International Journal of Academic Research in Progressive Education and DevelopmentVol. 13(3)
Quality Education
Openalex Percentile: Top 6%
Technology-Enhanced Education Studies
4.19
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.