Schools in general have been digitized to a large extent and the inclusion of digital tools is becoming more and more common. The purpose of this study is to find out what different studies say about the inclusion of digital games-based learning and the impact they have on students' vocabulary learning and motivation in English teaching. It’ll also mention where the different studies have been implemented and which methods have been used. The method used in this study is a literature review that has been collected from ERIC (EBSCO), JSROR, ERIC (ProQuest), and IEEE Explore. The results showed that the implementation of digital games-based learning focusing on vocabulary learning motivates students to learn and improves their English languag...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
In Sweden, 50% of all teenagers between the ages 12-18 spend at least three hours a day, spending th...
In recent years, the age of additional language learning has been lowered in school education. What ...
In recent years, the age of additional language learning has been lowered in school education. What ...
The possible benefits of digital games for English language learning and teaching have received incr...
The possible benefits of digital games for English language learning and teaching have received incr...
The aim of this literature review is to investigate and highlight the findings of previous research ...
The aim of this literature review is to investigate and highlight the findings of previous research ...
In an ever more digitalised society, there is a growing interest in digital pedagogic aids and a gro...
Digital games are a common interest today and research has shown that digital games affect English v...
Digital games are a common interest today and research has shown that digital games affect English v...
In a digitalized world, learners from the 21st century prefer game-like lessons instead of tradition...
In a digitalized world, learners from the 21st century prefer game-like lessons instead of tradition...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
In Sweden, 50% of all teenagers between the ages 12-18 spend at least three hours a day, spending th...
In recent years, the age of additional language learning has been lowered in school education. What ...
In recent years, the age of additional language learning has been lowered in school education. What ...
The possible benefits of digital games for English language learning and teaching have received incr...
The possible benefits of digital games for English language learning and teaching have received incr...
The aim of this literature review is to investigate and highlight the findings of previous research ...
The aim of this literature review is to investigate and highlight the findings of previous research ...
In an ever more digitalised society, there is a growing interest in digital pedagogic aids and a gro...
Digital games are a common interest today and research has shown that digital games affect English v...
Digital games are a common interest today and research has shown that digital games affect English v...
In a digitalized world, learners from the 21st century prefer game-like lessons instead of tradition...
In a digitalized world, learners from the 21st century prefer game-like lessons instead of tradition...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
In Sweden, 50% of all teenagers between the ages 12-18 spend at least three hours a day, spending th...