Investigating Factors of Chinese EFL Learner Engagement in Digital Game-Based Vocabulary Learning: A Control-Value Perspective

With the rapid development of digital learning, digital game-based language learning (DGBL) has gained popularity, particularly in vocabulary acquisition. While current research on digital game-based vocabulary learning (DGBVL) is pervasive, few studies have investigated the factors influencing students’ engagement with specific platforms. Additionally, there is a lack of research exploring the relationships between the possible related factors. In view of this, this study proposes to address two questions based on control value theory (CVT) by means of a questionnaire: 1) To what extent do digital competence and App factor predict learner engagement among Chinese EFL learners when using DGBVL Applications (Apps) (Baicizhan)? 2) To what extent do technostress and digital self-efficacy mediate the relationships between digital competence, App factor, and learner engagement among Chinese EFL learners when using DGBVL Apps (Baicizhan)? A total of 154 valid questionnaires were collected, and data were analyzed using SPSS 21.0, AMOS 24.0, and Process v3.3. The following conclusions were drawn: (1) App factor and digital competence do not significantly predict learner engagement, (2) digital competence positively predicts App factor, (3) digital self-efficacy and App factor mediate the relationship between digital competence and learner engagement, and (4) technostress does not mediate the relationship between digital competence and learner engagement. Based on CVT, this study not only broadens the dimension of follow-up research but also puts forward suggestions from the perspectives of software developers, education practitioners, and learners, which will help improve related APPs and promote language learning for learners.

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Publication Details

Journal
Proceedings of The World Conference on Education and Teaching
Published
2025-06-08
DOI
https://doi.org/10.33422/etconf.v4i1.1054
Primary Topic
Technology-Enhanced Education Studies
Type
article
Field-Weighted Citation Impact
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article

Investigating Factors of Chinese EFL Learner Engagement in Digital Game-Based Vocabulary Learning: A Control-Value Perspective

Jin Wu
Proceedings of The World Conference on Education and Teaching
Technology-Enhanced Education Studies
article

Investigating Factors of Chinese EFL Learner Engagement in Digital Game-Based Vocabulary Learning: A Control-Value Perspective

Jin Wu
article en

Abstract

With the rapid development of digital learning, digital game-based language learning (DGBL) has gained popularity, particularly in vocabulary acquisition. While current research on digital game-based vocabulary learning (DGBVL) is pervasive, few studies have investigated the factors influencing students’ engagement with specific platforms. Additionally, there is a lack of research exploring the relationships between the possible related factors. In view of this, this study proposes to address two questions based on control value theory (CVT) by means of a questionnaire: 1) To what extent do digital competence and App factor predict learner engagement among Chinese EFL learners when using DGBVL Applications (Apps) (Baicizhan)? 2) To what extent do technostress and digital self-efficacy mediate the relationships between digital competence, App factor, and learner engagement among Chinese EFL learners when using DGBVL Apps (Baicizhan)? A total of 154 valid questionnaires were collected, and data were analyzed using SPSS 21.0, AMOS 24.0, and Process v3.3. The following conclusions were drawn: (1) App factor and digital competence do not significantly predict learner engagement, (2) digital competence positively predicts App factor, (3) digital self-efficacy and App factor mediate the relationship between digital competence and learner engagement, and (4) technostress does not mediate the relationship between digital competence and learner engagement. Based on CVT, this study not only broadens the dimension of follow-up research but also puts forward suggestions from the perspectives of software developers, education practitioners, and learners, which will help improve related APPs and promote language learning for learners.

Proceedings of The World Conference on Education and TeachingVol. 4(1)
University of Hong Kong (HK)
Openalex Percentile: Top 86%
Technology-Enhanced Education Studies
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Investigating Factors of Chinese EFL Learner Engagement in Digital Game-Based Vocabulary Learning: A Control-Value Perspective — Jin Wu · Proceedings of The World Conference on Education and Teaching (2025) | TGRS Research Map | TGRS