EN
TR
DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW
Öz
There is a need for foreign language learners to use efficient grammar learning techniques, considering the importance of grammar knowledge for learning English. Game-based language learning, particularly in grammar, has gained attention from learners, educators, practitioners, and academics due to technological advancements and its significant potential. Searching WOS, ERIC, and Scopus employing the predetermined Boolean search string, this systematic review examines the utilization of digital game-based learning in teaching and learning grammar in EFL contexts. To guarantee a systematic, transparent, and meticulous selection and analysis of pertinent literature, this study implemented the PRISMA 2020 (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework. For this systematic review, 24 publications dating from 2010 through 2022 were analysed to highlight the foci of this field of research. In the study, Zotero was employed to eliminate duplicate articles, Rayyan facilitated the screening and selection process, and MaxQDA was used for coding the selected studies. The results indicated that quantitative methods were more commonly used than mixed and qualitative. The detailed analysis showed that the studies employed various digital game-based tools, with Kahoot! being used frequently and incorporating gamification elements, particularly feedback and competition. The analysis of cognitive, affective, and behavioural outcomes suggested that digital tools positively affect learners’ achievements and performance, increase motivation and satisfaction, and significantly improve engagement in digital game-based grammar learning and teaching.
Anahtar Kelimeler
Kaynakça
- Al-Dosakee, K., & Ozdamli, F. (2021). Gamification in teaching and learning languages: a systematic literature review. Revista Romaneasca pentru Educatie Multidimensionala, 13(2), 559-577. https://doi.org/10.18662/rrem/13.2/436
- Ardi, P., & Rianita, E. (2022). Leveraging gamification into EFL grammar class to boost student engagement. Teaching English with Technology, 22(2), 90-114.
- Asmolov, A., & Ledentsov, A. (2023). Impact on educational effectiveness using digital gamification. Startupreneur Business Digital (SABDA Journal), 2(1), 98-105. https://doi.org/10.34306/sabda.v2i1.252
- Bahari, A. (2022). Game-based collaborative vocabulary learning in blended and distance L2 learning. Open Learning: The Journal of Open, Distance and e-Learning, 37(4), 348-369. https://doi.org/10.1080/02680513.2020.1814229
- Belda-Medina, J., & Calvo-Ferrer, J. R. (2022). Preservice teachers’ knowledge and attitudes toward digital-game-based language learning. Education Sciences, 12(3), 182. https://doi.org/10.3390/educsci12030182
- Blume, C. (2020). Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning. Computer Assisted Language Learning, 33(1-2), 109-132. https://doi.org/10.1080/09588221.2018.1552599
- Castillo-Cuesta, L. (2020). Using digital games for enhancing EFL grammar and vocabulary in higher education. International Journal of Emerging Technologies in Learning (iJET), 15(20), 116-129. https://doi.org/10.3991/ijet.v15i20.16159
- Castillo-Cuesta, L. (2022). Using Genially games for enhancing EFL reading and writing skills in online education. International Journal of Learning, Teaching and Educational Research, 21(1), 340-354. https://doi.org/10.26803/ijlter.21.1.19
Ayrıntılar
Birincil Dil
İngilizce
Konular
İkinci Bir Dil Olarak İngilizce
Bölüm
Derleme
Erken Görünüm Tarihi
28 Nisan 2025
Yayımlanma Tarihi
30 Nisan 2025
Gönderilme Tarihi
1 Kasım 2024
Kabul Tarihi
14 Mart 2025
Yayımlandığı Sayı
Yıl 2025 Sayı: 29
APA
Öztürk Taş, H., Keleş, N., & Aydın Yazıcı, E. (2025). DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW. Bingöl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 29, 396-415. https://doi.org/10.29029/busbed.1577664
AMA
1.Öztürk Taş H, Keleş N, Aydın Yazıcı E. DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW. BUSBED. 2025;(29):396-415. doi:10.29029/busbed.1577664
Chicago
Öztürk Taş, Hanife, Neslihan Keleş, ve Elif Aydın Yazıcı. 2025. “DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW”. Bingöl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, sy 29: 396-415. https://doi.org/10.29029/busbed.1577664.
EndNote
Öztürk Taş H, Keleş N, Aydın Yazıcı E (01 Nisan 2025) DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW. Bingöl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 29 396–415.
IEEE
[1]H. Öztürk Taş, N. Keleş, ve E. Aydın Yazıcı, “DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW”, BUSBED, sy 29, ss. 396–415, Nis. 2025, doi: 10.29029/busbed.1577664.
ISNAD
Öztürk Taş, Hanife - Keleş, Neslihan - Aydın Yazıcı, Elif. “DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW”. Bingöl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi. 29 (01 Nisan 2025): 396-415. https://doi.org/10.29029/busbed.1577664.
JAMA
1.Öztürk Taş H, Keleş N, Aydın Yazıcı E. DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW. BUSBED. 2025;:396–415.
MLA
Öztürk Taş, Hanife, vd. “DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW”. Bingöl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, sy 29, Nisan 2025, ss. 396-15, doi:10.29029/busbed.1577664.
Vancouver
1.Hanife Öztürk Taş, Neslihan Keleş, Elif Aydın Yazıcı. DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW. BUSBED. 01 Nisan 2025;(29):396-415. doi:10.29029/busbed.1577664
