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DIGITAL GAME-BASED LEARNING FOR GRAMMAR IN EFL CONTEXTS: A SYSTEMATIC REVIEW

Yıl 2025, Sayı: 29, 396 - 415, 30.04.2025
https://doi.org/10.29029/busbed.1577664

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.

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
  • Chen, X. L., Zou, D., Xie, H. R., & Su, F. (2021). Twenty-five years of computer-assisted language learning: A topic modeling analysis. Language Learning & Technology, 25(3), 151-185. http://hdl.handle.net/10125/73454
  • Chen, S. Y., Tseng, C. Y., & Cheng, C. Y. (2022). An investigation of personalized entertaining three-tier tests: a prior knowledge perspective. Interactive Learning Environments, 1-19. https://doi.org/10.1080/10494820.2022.2031226
  • Chu, H. C., Wang, C. C., & Wang, L. (2019). Impacts of concept map-based collaborative mobile gaming on English grammar learning performance and behaviors. Journal of Educational Technology & Society, 22(2), 86-100. https://www.jstor.org/stable/26819619
  • Cornillie, F., Clarebout, G., & Desmet, P. (2012). Between learning and playing? Exploring learners’ perceptions of corrective feedback in an immersive game for English pragmatics. ReCALL, 24(3), 257-278. https://doi.org/10.1017/S0958344012000146
  • Dashtestani, R. (2022). The winding path towards implementing digital game-based learning (DGBL) in an educational context: The voices of pre-service teachers. Computer Assisted Language Learning (CALL-EJ), 23(3), 70-93.
  • Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee, E., & Noroozi, O. (2021). Using gamification to support learning English as a second language: A systematic review. Computer Assisted Language Learning, 34(7), 934-957. https://doi.org/10.1080/09588221.2019.1648298
  • Dicheva, D., Dichev, C., Agre, G. & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology and Society, 18(3), 75-88. https://www.jstor.org/stable/jeductechsoci.18.3.75
  • Ebadi, S., Rasouli, R., & Mohamadi, M. (2021). Exploring EFL learners’ perspectives on using Kahoot! as a game-based student response system. Interactive Learning Environments, 1-13. https://doi.org/10.1080/10494820.2021.1881798
  • EPPI-Centre. (2010). EPPI-centre methods for conducting systematic reviews. EPPI- Centre, Social Science Research Unit, Institute of Education, University of London.
  • Fernández-Portero, I., & Castillo-Rodríguez, C. (2022). Gamification in the English language class: Analysis of pre-service teachers’ perceptions. Computer Assisted Language Learning, 23(1), 425-444.
  • Gusenbauer, M., & Haddaway, N. R. (2020). Which academic search systems are suitable for systematic reviews or meta-analyses? Evaluating retrieval qualities of Google Scholar, PubMed, and 26 other resources. Research Synthesis Methods, 11(2), 181-217. https://doi.org/10.1002/jrsm.1378
  • Gülin, Y., & Arda, A. (2011). Effectiveness of using games in teaching grammar to young learners. Elementary Education Online, 10(1), 219-229. https://ilkogretim-online.org/index.php/pub/article/view/987
  • Hawlitschek, A., & Joeckel, S. (2017). Increasing the effectiveness of digital educational games: The effects of a learning instruction on students’ learning, motivation and cognitive load. Computers in Human Behavior, 72, 79-86. https://doi.org/10.1016/j.chb.2017.01.040
  • Hong, J. C., Hwang, M. Y., Liu, Y. H., & Tai, K. H. (2022). Effects of gamifying questions on English grammar learning mediated by epistemic curiosity and language anxiety. Computer Assisted Language Learning, 35(7), 1458-1482. https://doi.org/10.1080/09588221.2020.1803361
  • Hung, H. T., Yang, J. C., Hwang, G. J., Chu, H. C., & Wang, C. C. (2018). A scoping review of research on digital game-based language learning. Computers & Education, 126, 89-104. https://doi.org/10.1016/j.compedu.2018.07.001
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YABANCI DİL OLARAK İNGİLİZCE BAĞLAMINDA DİLBİLGİSİ İÇİN DİJİTAL OYUN TABANLI ÖĞRENME: SİSTEMATİK BİR İNCELEME

Yıl 2025, Sayı: 29, 396 - 415, 30.04.2025
https://doi.org/10.29029/busbed.1577664

Öz

Yabancı dil öğrenenlerin, İngilizce öğreniminde dilbilgisinin önemi göz önüne alındığında etkili teknikler kullanması gerekmektedir. Özellikle dilbilgisi alanında oyun tabanlı dil öğrenimi, teknolojik gelişmeler ve potansiyeli sayesinde öğrenenlerin, eğitimcilerin, uygulayıcıların ve akademisyenlerin dikkatini çekmiştir. Bu sistematik incelemede, belirlenen Boolean arama dizgesi kullanılarak WOS, ERIC ve Scopus’ta yapılan araştırmalar sonucunda, İngilizceyi yabancı dil olarak öğrenenler bağlamında dijital oyun tabanlı öğrenimin dilbilgisi öğretiminde ve öğreniminde kullanımı incelenmiştir. Bu çalışma, ilgili literatürün sistematik, şeffaf ve titiz bir şekilde seçilmesi ve analiz edilmesini sağlamak üzere PRISMA 2020 (Sistematik İncelemeler ve Meta-Analizler için Tercih Edilen Raporlama Unsurları) çerçevesini uygulamıştır. Bu sistematik inceleme alanının odak noktalarını vurgulamak amacıyla 2010-2022 yılları arasında yayınlanan 24 çalışma analiz edilmiştir. Çalışmada, Zotero mükerrer makaleleri elemek için kullanılmış, Rayyan tarama ve seçim sürecini kolaylaştırmış ve MaxQDA seçilen çalışmaların kodlanma sürecinde kullanılmıştır. Sonuçlar, nicel yöntemlerin karma ve nitel yöntemlere göre daha yaygın olarak kullanıldığını göstermiştir. Ayrıntılı analiz, çalışmaların çeşitli dijital oyun tabanlı araçlar kullandığını ve özellikle geri bildirim ve rekabet gibi oyunlaştırma unsurlarını içerdiğini ortaya koymuştur; en sık kullanılan araçlardan biri ise Kahoot!’tur. Bilişsel, duyuşsal ve davranışsal sonuçların analizi, dijital araçların öğrenenlerin başarılarını ve performanslarını olumlu yönde etkilediğini, motivasyon ve memnuniyeti artırdığını ve dijital oyun tabanlı dilbilgisi öğreniminde katılımı büyük ölçüde artırdığını göstermektedir.

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
  • Chen, X. L., Zou, D., Xie, H. R., & Su, F. (2021). Twenty-five years of computer-assisted language learning: A topic modeling analysis. Language Learning & Technology, 25(3), 151-185. http://hdl.handle.net/10125/73454
  • Chen, S. Y., Tseng, C. Y., & Cheng, C. Y. (2022). An investigation of personalized entertaining three-tier tests: a prior knowledge perspective. Interactive Learning Environments, 1-19. https://doi.org/10.1080/10494820.2022.2031226
  • Chu, H. C., Wang, C. C., & Wang, L. (2019). Impacts of concept map-based collaborative mobile gaming on English grammar learning performance and behaviors. Journal of Educational Technology & Society, 22(2), 86-100. https://www.jstor.org/stable/26819619
  • Cornillie, F., Clarebout, G., & Desmet, P. (2012). Between learning and playing? Exploring learners’ perceptions of corrective feedback in an immersive game for English pragmatics. ReCALL, 24(3), 257-278. https://doi.org/10.1017/S0958344012000146
  • Dashtestani, R. (2022). The winding path towards implementing digital game-based learning (DGBL) in an educational context: The voices of pre-service teachers. Computer Assisted Language Learning (CALL-EJ), 23(3), 70-93.
  • Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee, E., & Noroozi, O. (2021). Using gamification to support learning English as a second language: A systematic review. Computer Assisted Language Learning, 34(7), 934-957. https://doi.org/10.1080/09588221.2019.1648298
  • Dicheva, D., Dichev, C., Agre, G. & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology and Society, 18(3), 75-88. https://www.jstor.org/stable/jeductechsoci.18.3.75
  • Ebadi, S., Rasouli, R., & Mohamadi, M. (2021). Exploring EFL learners’ perspectives on using Kahoot! as a game-based student response system. Interactive Learning Environments, 1-13. https://doi.org/10.1080/10494820.2021.1881798
  • EPPI-Centre. (2010). EPPI-centre methods for conducting systematic reviews. EPPI- Centre, Social Science Research Unit, Institute of Education, University of London.
  • Fernández-Portero, I., & Castillo-Rodríguez, C. (2022). Gamification in the English language class: Analysis of pre-service teachers’ perceptions. Computer Assisted Language Learning, 23(1), 425-444.
  • Gusenbauer, M., & Haddaway, N. R. (2020). Which academic search systems are suitable for systematic reviews or meta-analyses? Evaluating retrieval qualities of Google Scholar, PubMed, and 26 other resources. Research Synthesis Methods, 11(2), 181-217. https://doi.org/10.1002/jrsm.1378
  • Gülin, Y., & Arda, A. (2011). Effectiveness of using games in teaching grammar to young learners. Elementary Education Online, 10(1), 219-229. https://ilkogretim-online.org/index.php/pub/article/view/987
  • Hawlitschek, A., & Joeckel, S. (2017). Increasing the effectiveness of digital educational games: The effects of a learning instruction on students’ learning, motivation and cognitive load. Computers in Human Behavior, 72, 79-86. https://doi.org/10.1016/j.chb.2017.01.040
  • Hong, J. C., Hwang, M. Y., Liu, Y. H., & Tai, K. H. (2022). Effects of gamifying questions on English grammar learning mediated by epistemic curiosity and language anxiety. Computer Assisted Language Learning, 35(7), 1458-1482. https://doi.org/10.1080/09588221.2020.1803361
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  • Lilić, P., & Bratoz, S. (2019). The effectiveness of using games for developing young learners’ grammar competence. ELOPE: English Language Overseas Perspectives and Enquiries, 16(2), 49-61. https://doi.org/10.4312/elope.16.2.49-61
  • Lin, C. J., Hwang, G. J., Fu, Q. K., & Cao, Y. H. (2020). Facilitating EFL students’ English grammar learning performance and behaviors: A contextual gaming approach. Computers & Education, 152(103876), 1-20. https://doi.org/10.1016/j.compedu.2020.103876
  • Liu, L. A., & Hwang, G. J. (2023). Effects of metalinguistic corrective feedback on novice EFL students’ digital game‐based grammar learning performances, perceptions and behavioural patterns. British Journal of Educational Technology, 55(2), 687-711. https://doi.org/10.1111/bjet.13400
  • Mimouni, A. (2022). Using Mobile gamified quizzing for active learning: The effect of reflective class feedback on undergraduates’ achievement. Education and Information Technologies, 27, 12003-12026. https://doi.org/10.1007/s10639-022-11097-2
  • Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & PRISMA Group, (2009). Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. Annals of Internal Medicine, 151(4), 264-269. https://doi.org/10.7326/0003-4819-151-4-200908180-00135
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  • Navarro-Espinosa, J. A., Vaquero-Abellán, M., Perea-Moreno, A.-J., Pedrós-Pérez, G., Martínez-Jiménez, M. d. P., Aparicio-Martínez, P. (2022). Gamification as a promoting tool of motivation for creating sustainable higher education institutions. International Journal of Environmental Research and Public Health, 19(5), 2599. https://doi.org/10.3390/ijerph19052599
  • Ouzzani, M., Hammady, H., Fedorowicz, Z., & Elmagarmid, A. (2016). Rayyan—a web and mobile app for systematic reviews. Systematic reviews, 5(210), 1-10. https://doi.org/10.1186/s13643-016-0384-4
  • Önal, N., Çevik, K.K., & Şenol, V. (2019). The effect of SOS table learning environment on mobile learning tools acceptance, motivation and mobile learning attitude in English language learning. Interactive Learning Environments, 30(5), 834–847. https://doi.org/10.1080/10494820.2019.1690529
  • Page, M. J., McKenzie J.E., Bossuyt P.M., Boutron I., Hoffmann T.C., Mulrow C.D. (2021). The PRISMA 2020 statement: an updated guideline for reporting systematic reviews. BMJ 2021, 372(71), 1-9. https://doi.org/10.1136/bmj.n71
  • Pinto, R. D., Peixoto, B., Melo, M., Cabral, L., & Bessa, M. (2021). Foreign language learning gamification using virtual reality - A systematic review of empirical research. Education Sciences, 11(222), 1-19. https://doi.org/10.3390/educsci11050222
  • Poshitha, M. G. S. (2023). Incorporation of digital games in a TESL methodology: An innovative approach to teaching and learning English grammar in the ESL classroom. Proceedings of SLIIT International Conference on Advancements in Sciences and Humanities, 1-2 December, Colombo, 80-84.
  • Prensky, M. (2001). Digital game-based learning. New York, NY: McGraw-Hill. ISBN 0-07-136344-0
  • Prensky, M. (2003). Digital game-based learning. ACM Computers in Entertainment, 1(1), 21. https://doi.org/10.1145/950566.950596
  • Prensky, M. (2007). Digital game-based learning. St. Paul, MN: Paragon House Publishers.
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  • Rad, H. S. (2021). Effect of PCaRD DGB flipped learning on EFL learners’ grammar skill. Journal of Asia TEFL, 18(2), 544-558. http://dx.doi.org/10.18823/asiatefl.2021.18.2.10.544
  • Ragni, B., Toto, G. A., di Furia, M., Lavanga, A., & Limone, P. (2023). The use of Digital Game-Based Learning (DGBL) in teachers’ training: A scoping review. Frontiers in Education, 8(1092022), 1-14. https://doi.org/10.3389/feduc.2023.1092022
  • Ramadoss, R., & Wang, Q. (2012). Evaluation of a web-based assessment tool for learning grammar at the primary school level. International Journal of Continuing Engineering Education and Life-Long Learning 22(3/4), 175-184. https://doi.org/10.1504/IJCEELL.2012.050062
  • Reynolds, B. L., & Kao, C. W. (2021). The effects of digital game-based instruction, teacher instruction, and direct focused written corrective feedback on the grammatical accuracy of English articles. Computer Assisted Language Learning, 34(4), 462-482. https://doi.org/10.1080/09588221.2019.1617747
  • Rico, M., Agudo, J. E., & Sánchez, H. (2015). Language learning through handheld gaming: A case study of an English course with engineering students. Journal of Universal Computer Science, 21(10), 1362-1378. https://doi.org/10.3217/jucs-021-10-1362
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Toplam 70 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular İkinci Bir Dil Olarak İngilizce
Bölüm Derleme
Yazarlar

Hanife Öztürk Taş 0000-0001-8194-5441

Neslihan Keleş 0000-0002-7614-9317

Elif Aydın Yazıcı 0000-0001-6634-1025

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

Kaynak Göster

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