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Factors affecting incidental L2 vocabulary acquisition and retention in a game-enhanced learning environment

Published online by Cambridge University Press:  21 November 2022

Sangmin-Michelle Lee*
Affiliation:
Kyung Hee University, Republic of Korea (sangminlee@khu.ac.kr)
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Abstract

In recent years, the number of studies investigating the effectiveness of using digital games for incidental second language (L2) vocabulary learning has been rapidly increasing; however, there is still a lack of research identifying the factors that affect incidental L2 vocabulary learning. Hence, the current study examined vocabulary-related (word level, exposure frequency, salience) and learner-related (language proficiency, interest, viewing captions) variables and investigated factors affecting EFL students’ incidental vocabulary learning in the use of a vernacular (noneducational) murder mystery game (N = 59). The study employed a quantitative research method and descriptive and inferential statistics (repeated measures ANOVA and multiple linear regression). The results showed that playing the game greatly facilitated L2 vocabulary acquisition and retention. Among the vocabulary-related variables, the study found that only salience significantly influenced vocabulary acquisition. Regarding the learner-related variables, the students’ interest and viewing captions were positively related to vocabulary learning, whereas their language proficiency levels were negatively correlated. The study found that the students’ conscious attention, in conjunction with salience of the word, was the main facilitating factor in incidental vocabulary acquisition and retention in the game-enhanced language learning environment. The study suggested pedagogical implications for incidental vocabulary learning through game play based on the results of the study.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - SA
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike licence (http://creativecommons.org/licenses/by-nc-sa/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the same Creative Commons licence is used to distribute the re-used or adapted article and the original article is properly cited. The written permission of Cambridge University Press must be obtained prior to any commercial use.
Copyright
© The Author(s), 2022. Published by Cambridge University Press on behalf of EUROCALL, the European Association for Computer-Assisted Language Learning
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Figure 1. Screenshot: keyword search

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Figure 2. Screenshot: subtitle

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Table 1. The results of the pretest and posttests

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Table 2. The conditions of the target words and the test results

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Table 3. The influence of vocabulary-related variables on vocabulary gain

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Table 4. The influence of vocabulary-related variables on vocabulary retention

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Figure 3. Pretest and immediate and delayed posttest results for each wordNote. x-axis = vocabulary ID no. (refer to Table 2); y-axis = number of correct answers.

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Table 5. The students’ language proficiency and vocabulary gain and retention

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Table 6. Student interest during game play (survey results)

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Table 7. The influence of learner-related variables on vocabulary gain

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Table 8. The influence of learner-related variables on vocabulary retention