Research Trends and Hotspots of Digital Game-Based Vocabulary Learning (2008-2023)
Digital games have gained significant attention in the field of language education. Among various educational applications, research on digital game-based vocabulary learning (DGBVL) has seen a marked increase in interest and exploration. This study presents a scientometric review based on bibliometric data from the Scopus and Web of Science Core databases. Using specific selection criteria, 364 studies published between 2008 and 2023 were identified for analysis. The findings revealed the following: (a) research on DGBVL has demonstrated considerable growth in recent years, highlighting its high potential; (b) the United States, Taiwan, Mainland China, and Hong Kong emerged as the most prolific contributors to publications in this area; and (c) major research clusters include vocabulary learning, classroom teaching improvement, WhatsApp, augmented reality (AR), and other related topics. This review offers valuable insights for scholars and researchers in DGBVL, fostering further advancements in this field.
Authors
- Kean Wah Lee (ORCID: https://orcid.org/0000-0003-3644-0086)
- Junjie Gavin Wu (ORCID: https://orcid.org/0000-0003-4937-4401)
- Zhaoyang Xiong (ORCID: https://orcid.org/0009-0006-6934-9675)
Institutions
- University of Nottingham Malaysia Campus (MY)
- Macao Polytechnic University (MO)
Publication Details
- Journal
- International Journal of Computer-Assisted Language Learning and Teaching
- Published
- 2025-01-09
- DOI
- https://doi.org/10.4018/ijcallt.366656
- Citations
- 2
- Primary Topic
- Second Language Acquisition and Learning
- Type
- article
- Field-Weighted Citation Impact
- 6.89