Submitted:
21 January 2026
Posted:
22 January 2026
You are already at the latest version
Abstract
Keywords:
1. Introduction
1.1. Definition and Historical Development
1.2. Gamified Teaching in General Education
1.3. Gamified Teaching in Language Learning
1.4. Limitations of Existing Reviews
2. Methodology
2.1. Data Source and Retrieval Strategy
2.2. Parameter Settings, and Workflow
3. Results
3.1. Subject Distribution Characteristics


3.2. Collaborative Pattern
3.2.1. Author Collaboration Network
3.2.2. Institutional Collaboration Network

3.2.3. National or Regional Collaboration Network
3.2.4. Overall Interpretation and Future Directions
3.3. Cooccurrence Analysis
3.3.1. Keyword Cooccurrence Pattern
3.3.2. Keyword Emergence Analysis
3.4. Co-Citation Analysis
4. Discussion
4.1. Summary of Key Findings and Trends
4.2. Towards a Theoretical Framework

| Analysis | Implications for the Technology-mediated learning environment module | Implications for the Psychological mechanism’s module | Implications for the Learning outcomes module |
|---|---|---|---|
| Collaboration analysis | Highlights cross-platform and cross disciplinary experimentation, suggesting the environment should be specified in terms of platform, modality, and data capture. | Reveals heterogeneous construct use across teams, motivating mechanism definitions that travel across contexts. | Suggests a need for shared measurement conventions so that outcomes are comparable and cumulative. |
| Keyword co-occurrence and bursts | Shows rising attention to mobile, VR, AR, and analytics, reinforcing the environment as a design and instrumentation layer. | Signals the centrality of motivation and engagement, but also points to parallel mechanisms such as social comparison, achievement goals, self-efficacy beliefs, reinforcement from feedback, and affect regulation. This supports a mechanism comparison approach rather than a single SDT pathway. | Emphasizes performance and skill-specific outcomes such as vocabulary and proficiency, encouraging aligned assessments. |
| Reference co-citation and timeline analysis | Connects design work in game-based learning and digital platforms, supporting environment features such as feedback, progression, and interaction logs. | Clusters around motivational and instructional theories, indicating a shift from element lists to explanations that can compare SDT with adjacent behavioral mechanisms and specify moderators. | Aggregates evidence from reviews and meta- analyses, motivating outcome definitions and the move toward rigorous evaluation. |
4.3. Insights for Behavioral Mechanisms
| Design condition | Primary mechanism(s) | Expected behavioral signature | Boundary conditions | Suggested measures |
|---|---|---|---|---|
| Points with informative feedback | Competence support; reinforcement (Ryan & Deci, 2017; Skinner, 1953) | More attempts and voluntary repetitions; faster adjustment after feedback | If framed as controlling reward, may reduce autonomy and exploration | Attempts, repeats, response time, error correction rate |
| Badges and mastery levels | Achievement goals; competence (Elliot & McGregor, 2001) | Persistence on challenging items; selection of higher difficulty | Performance framing can trigger avoidance for lower performers | Retries, optional challenge uptake, task choice patterns |
| Leaderboards or rank | Social comparison; performance goals (Festinger, 1954) | Increased effort for some; withdrawal for others | Risk for novices and anxious learners; consider team ranking | Participation rate, dropout, effort proxies, brief affect check |
| Quests, narrative, meaningful choices | Autonomy support; task value (Ryan & Deci, 2017; Eccles & Wigfield, 2002) | Self-initiated engagement; deeper exploration and elaboration | Story must align with language objectives and time constraints | Time on optional content, strategy indicators, value ratings |
| Cooperative missions and peer feedback | Relatedness; social interdependence (Ryan & Deci, 2017) | More interaction turns, help seeking, and peer scaffolding | Group composition and norms matter; manage free riding | Turn taking, messages, peer feedback counts, collaboration quality |
| Streaks and daily challenges | Habit formation; reinforcement (Lally et al., 2010) | Higher practice regularity and lower attrition across weeks | Can induce pressure; allow recovery options and flexible goals | Days active, spacing, streak length, return rate |
| Low threat speaking simulation | Self-efficacy; anxiety regulation (Bandura, 1997; Horwitz et al., 1986; Pekrun, 2006) | Longer speech duration; more turns; higher willingness to communicate | Avoid public ranking; calibrate difficulty and evaluative cues | Speech duration, turns taken, WTC ratings, anxiety short scale |
5. Conclusion
References
- Acquah, E. O.; Katz, H. T. Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review. Computers & Education 2020, 143, 103667. [Google Scholar]
- Adams, J. The fourth age of research. Nature 2013, 497, 557–560. [Google Scholar] [CrossRef]
- Alawadhi, A.; Abu-Ayyash, E. A. S. Students’ perceptions of kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE. Education and Information Technologies 2021, 26, 3629–3658. [Google Scholar] [CrossRef]
- Al-Dosakee, K.; Ozdamli, F. Gamification in teaching and learning languages: A systematic literature review. Revista Romaneasca Pentru Educatie Multidimensionala 2021, 13, 559–577. [Google Scholar] [CrossRef]
- Alfadil, M. Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education 2020, 153, 103893. [Google Scholar] [CrossRef]
- Anderson, B. A.; Yantis, S. Persistence of value-driven attentional capture. Journal of Experimental Psychology: Human Perception and Performance 2013, 39, 6–9. [Google Scholar] [CrossRef]
- Bahari, A. Game-based collaborative vocabulary learning in blended and distance L2 learning. Open Learning: The Journal of Open, Distance and e-Learning 2022, 37, 348–369. [Google Scholar] [CrossRef]
- Bandura, A. Self-efficacy: The exercise of control; W. H. Freeman, 1997. [Google Scholar]
- Belda-Medina, J.; Calvo-Ferrer, J. R. Preservice teachers’ knowledge and attitudes toward digital-game-based language learning. Education Sciences 2022, 12, 182. [Google Scholar] [CrossRef]
- Berns, A.; Isla-Montes, J.-L.; Palomo-Duarte, M.; Dodero, J.-M. Motivation, students’ needs and learning outcomes: A hybrid game-based app for enhanced language learning. SpringerPlus 2016, 5, 1305. [Google Scholar] [CrossRef]
- Borgatti, S. P.; Everett, M. G. Models of core/periphery structures. Social Networks 2000, 21, 375–395. [Google Scholar] [CrossRef]
- Burt, R. S. Structural holes and good ideas. American Journal of Sociology 2004, 110, 349–399. [Google Scholar] [CrossRef]
- Chan, S.; Lo, N. Enhancing EFL/ESL instruction through gamification: A comprehensive review of empirical evidence. Frontiers in Education 2024, 9, 1395155. [Google Scholar] [CrossRef]
- Chen, C. CiteSpace II: Detecting and visualizing emerging trends and transient patterns in scientific literature. Journal of the American Society for Information Science and Technology 2006, 57, 359–377. [Google Scholar] [CrossRef]
- Chen, H.-J. H.; Hsu, H.-L. The impact of a serious game on vocabulary and content learning. Computer-Assisted Language Learning 2020, 33, 811–832. [Google Scholar] [CrossRef]
- Chen, Z.-H.; Chen, H. H.-J.; Dai, W.-J. Using narrative-based contextual games to enhance language learning: A case study. Journal of Educational Technology & Society 2018, 21, 186–198. [Google Scholar]
- Chu, S. K. W.; Guo, K.; Wang, J. Using chatbots to scaffold EFL students’ argumentative writing. Assessing Writing 2022, 54, 100666. [Google Scholar] [CrossRef]
- Connolly, T. M.; Boyle, E. A.; MacArthur, E.; Hainey, T.; Boyle, J. M. A systematic literature review of empirical evidence on computer games and serious games. Computers & Education 2012, 59, 661–686. [Google Scholar] [CrossRef]
- Cornillie, F.; Thorne, S. L.; Desmet, P. ReCALL special issue: Digital games for language learning: challenges and opportunities: editorial digital games for language learning: from hype to insight? ReCALL 2012, 24, 243–256. [Google Scholar] [CrossRef]
- Deci, E. L.; Ryan, R. M. The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry 2000, 11, 227–268. [Google Scholar] [CrossRef]
- deHaan, J.; Reed, W. M.; Kuwada, K. The effect of interactivity with a music video game on second language vocabulary recall. Language Learning & Technology 2010, 14, 74–94. [Google Scholar] [CrossRef]
- Dehghanzadeh, H.; Fardanesh, H.; Hatami, J.; Talaee, E.; Noroozi, O. Using gamification to support learning English as a second language: A systematic review. Computer-Assisted Language Learning 2021, 34, 934–957. [Google Scholar] [CrossRef]
- Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference, 2011; ACM; pp. 9–15. [Google Scholar]
- Dicheva, D.; Dichev, C.; Agre, G.; Angelova, G. Gamification in education: A systematic mapping study. Educational Technology & Society 2015, 18, 75–88. [Google Scholar]
- Dicheva, D.; Guy, B.; Dichev, C.; Irwin, K.; Cassel, L. A multi-case empirical study on the impact of virtual currency on student engagement and motivation. Trends in Higher Education 2023, 2, 462–476. [Google Scholar] [CrossRef]
- Dickhäuser, O.; Janke, S.; Daumiller, M.; Dresel, M. Motivational school climate and teachers' achievement goal orientations: A hierarchical approach. British Journal of Educational Psychology 2021, 91, 391–408. [Google Scholar] [CrossRef]
- Dörnyei, Z. The psychology of the language learner: Individual differences in second language acquisition; Lawrence Erlbaum, 2005. [Google Scholar]
- Dizon, G. Quizlet in the EFL classroom: Enhancing academic vocabulary acquisition of Japanese university students. Teaching English with Technology 2016, 16, 40–56. [Google Scholar]
- Eccles, J. S.; Wigfield, A. Motivational beliefs, values, and goals. Annual Review of Psychology 2002, 53, 109–132. [Google Scholar] [CrossRef] [PubMed]
- Elliot, A. J.; McGregor, H. A. A 2 × 2 achievement goal framework. Journal of Personality and Social Psychology 2001, 80, 501–519. [Google Scholar] [CrossRef] [PubMed]
- Ellis, R.; Shintani, N. Exploring language pedagogy through second language acquisition research, 2nd ed.; Routledge, 2023. [Google Scholar]
- Erhel, S.; Jamet, E. Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education 2013, 67, 156–167. [Google Scholar] [CrossRef]
- Festinger, L. A theory of social comparison processes. Human Relations 1954, 7, 117–140. [Google Scholar] [CrossRef]
- Freeman, L. C. Centrality in social networks conceptual clarification. Social Networks 1978, 1, 215–239. [Google Scholar] [CrossRef]
- Furdu, I.; Tomozei, C.; Köse, U. Pros and cons of gamification and gaming in the classroom: Students’ perspectives. Sustainability 2022, 14, 3412. [Google Scholar]
- Gamlo, N. The impact of mobile game-based language learning apps on EFL learners’ motivation. English Language Teaching 2019, 12, 49–56. [Google Scholar] [CrossRef]
- Gee, J. P. What video games have to teach us about learning and literacy. Computers in Entertainment 2003, 1, 20. [Google Scholar] [CrossRef]
- Glänzel, W.; Schubert, A. Analysing scientific networks through co-authorship. In Handbook of quantitative science and technology research: The use of publication and patent statistics in studies of S&T systems; Moed, H. F., Glänzel, W., Schmoch, U., Eds.; Springer Netherlands, 2005; pp. 257–276. [Google Scholar]
- Godwin-Jones, R. Games in language learning: Opportunities and challenges. Language Learning & Technology 2014, 18, 9–19. [Google Scholar] [CrossRef]
- Govender, T.; Arnedo-Moreno, J. An analysis of game design elements used in digital game-based language learning. Sustainability 2021, 13, Article 6679. [Google Scholar] [CrossRef]
- Hamari, J.; Koivisto, J.; Sarsa, H. Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences, 2014; IEEE; pp. 3025–3034. [Google Scholar]
- Hamari, J.; Shernoff, D. J.; Rowe, E.; Coller, B.; Asbell-Clarke, J.; Edwards, T. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior 2016, 54, 170–179. [Google Scholar] [CrossRef]
- Helvich, J.; Novak, L.; Mikoska, P.; Hubalovsky, S. A systematic review of gamification and its assessment in EFL teaching. International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT) 2023, 13, 1–21. [Google Scholar] [CrossRef]
- Honarzad, R.; Soyoof, A. Vocabulary learning and retention: A comparison between a serious game and mobile application. International Journal of Pedagogies and Learning 2020, 15, 81–100. [Google Scholar]
- Horwitz, E. K.; Horwitz, M. B.; Cope, J. Foreign language classroom anxiety. The Modern Language Journal 1986, 70, 125–132. [Google Scholar] [CrossRef]
- Howard, J. L.; Bureau, J. S.; Guay, F.; Chong, J. X. Y.; Ryan, R. M. Student motivation and associated outcomes: A meta-analysis from self-determination theory. Perspectives on Psychological Science 2021, 16, 1300–1323. [Google Scholar] [CrossRef] [PubMed]
- Hung, H.-T.; Yang, J. C.; Hwang, G.-J.; Chu, H.-C.; Wang, C.-C. A scoping review of research on digital game-based language learning. Computers & Education 2018, 126, 89–104. [Google Scholar] [CrossRef]
- Hwang, W.-Y.; Shih, T. K.; Ma, Z.-H.; Shadiev, R.; Chen, S.-Y. Evaluating listening and speaking skills in a mobile game-based learning environment with situational contexts. Computer-Assisted Language Learning 2016, 29, 639–657. [Google Scholar] [CrossRef]
- Hymes, D. On communicative competence. In Sociolinguistics; Pride, J. B., Holmes, J., Eds.; Penguin Books, 1972; pp. 269–293. [Google Scholar]
- Kapp, K. M. The gamification of learning and instruction: Game-based methods and strategies for training and education; Wiley, 2012. [Google Scholar]
- Ke, F. Designing and integrating purposeful learning in game play: A systematic review. Educational Technology Research and Development 2016, 64, 219–244. [Google Scholar] [CrossRef]
- Koivisto, J.; Hamari, J. The rise of motivational information systems: A review of gamification research. International Journal of Information Management 2019, 45, 191–210. [Google Scholar] [CrossRef]
- Krath, J.; Schürmann, L.; von Korflesch, H. F. O. Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior 2021, 125, 106963. [Google Scholar] [CrossRef]
- Laksanasut, S. Gamification in ESL/EFL education: Transforming language learning and teaching through play. TESOL and Technology Studies 2025, 6, 16–29. [Google Scholar] [CrossRef]
- Lally, P.; van Jaarsveld, C. H. M.; Potts, H. W. W.; Wardle, J. How are habits formed: Modelling habit formation in the real world. European Journal of Social Psychology 2010, 40, 998–1009. [Google Scholar] [CrossRef]
- Landers, R. N. Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming 2014, 45, 752–768. [Google Scholar]
- Lee, S.-M. Her story or their own stories? Digital game-based learning, student creativity, and creative writing. ReCALL 2019, 31, 238–254. [Google Scholar] [CrossRef]
- Li, J.; Phongsatha, T. The effect of digital game-based learning using Quizlet on EFL students’ performance and motivation. International Journal of Industrial Education and Technology 2025, 7, 17–27. [Google Scholar] [CrossRef]
- Li, M.; Ma, S.; Shi, Y. Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology 2023, 14. [Google Scholar] [CrossRef]
- Loderer, K.; Pekrun, R.; Lester, J. C. Beyond cold technology: A systematic review and meta-analysis on emotions in technology-based learning. Learning and Instruction 70 2020, 101162. [Google Scholar] [CrossRef]
- Luo, Z. The effectiveness of gamified tools for foreign language learning (FLL): A systematic review. Behavioral Sciences 2023, 13, 331. [Google Scholar] [CrossRef]
- Malinowski, B. The problem of meaning in primitive languages. In The meaning of meaning; Ogden, C. K., Richards, I. A., Eds.; Routledge & Kegan Paul, 1923; pp. 296–336. [Google Scholar]
- Marginson, S. Limitations of human capital theory. Studies in Higher Education 2019, 44, 287–301. [Google Scholar] [CrossRef]
- Matyakhan, T.; Chaowanakritsanakul, T.; Santos, J. A. L. Implementing gamification to enhance reading engagement and reading comprehension of Thai EFL university students. LEARN Journal: Language Education and Acquisition Research Network 2024, 17, 121–239. [Google Scholar]
- Mayer, R. E. Incorporating motivation into multimedia learning. Learning and Instruction 2014, 29, 171–173. [Google Scholar] [CrossRef]
- Mee, R. W. M.; Pek, L. S.; Von, W. Y.; Ghani, K. A.; Shahdan, T. S. T.; Ismail, M. R.; Rao, Y. S. A conceptual model of analogue gamification to enhance learners’ motivation and attitude. International Journal of Language Education 2021, 5, 40–50. [Google Scholar] [CrossRef]
- Neville, D. O. The story in the mind: The effect of 3D gameplay on the structuring of written L2 narratives. ReCALL 2015, 27, 21–37. [Google Scholar] [CrossRef]
- Newman, M. E. J. The structure of scientific collaboration networks. Proceedings of the National Academy of Sciences 2001, 98, 404–409. [Google Scholar] [CrossRef] [PubMed]
- Pardo, A.; Siemens, G. Ethical and privacy principles for learning analytics. British Journal of Educational Technology 2014, 45, 438–450. [Google Scholar] [CrossRef]
- Pekrun, R. The control-value theory of achievement emotions: Assumptions, corollaries, and implications for educational research and practice. Educational Psychology Review 2006, 18, 315–341. [Google Scholar] [CrossRef]
- Peterson, M. Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis. ReCALL 2012, 24, 361–380. [Google Scholar] [CrossRef]
- Peterson, M. Digital simulation games in CALL: A research review. Computer-Assisted Language Learning 2023, 36, 943–967. [Google Scholar] [CrossRef]
- Plass, J. L.; Homer, B. D.; Kinzer, C. K. Foundations of game-based learning. Educational Psychologist 2015, 50, 258–283. [Google Scholar] [CrossRef]
- Prensky, M. Digital game-based learning. Computers in Entertainment 2003, 1, 21–21. [Google Scholar] [CrossRef]
- Reinders, H.; Benson, P. Research agenda: Language learning beyond the classroom. Language Teaching 2017, 50, 561–578. [Google Scholar] [CrossRef]
- Reinders, H.; Wattana, S. Affect and willingness to communicate in digital game-based learning. ReCALL 2015, 27, 38–57. [Google Scholar] [CrossRef]
- Ryan, R. M.; Deci, E. L. Self-determination theory: Basic psychological needs in motivation, development, and wellness; The Guilford Press, 2017. [Google Scholar]
- Ryan, R. M.; Deci, E. L. Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology 2020, 61, 101860. [Google Scholar] [CrossRef]
- Ryan, R. M.; Rigby, C. S.; Przybylski, A. The motivational pull of video games: A self-determination theory approach. Motivation and Emotion 2006, 30, 344–360. [Google Scholar] [CrossRef]
- Sadigzade, Z. Exploring the relationship between teacher reflective practices and student engagement in ESL classrooms. Acta Globalis Humanitatis et Linguarum 2025, 2, 6–36. [Google Scholar] [CrossRef]
- Sailer, M.; Homner, L. The gamification of learning: A meta-analysis. Educational Psychology Review 2020, 32, 77–112. [Google Scholar] [CrossRef]
- Sanjaya, P.; Kastuhandani, F. The learners’ motivation to speak English through role-playing games. JELITA 2025, 6, 112–127. [Google Scholar] [CrossRef]
- Schmidt, R. W. The role of consciousness in second language Learning. Applied Linguistics 1990, 11, 129–158. [Google Scholar] [CrossRef]
- Sergeeva, O. V.; Zvereva, E. V.; Kosheleva, Y. P.; Zheltukhina, M. R.; Prokopyev, A. I.; Dobrokhotov, D. A. A comprehensive bibliometric review of gamified learning in higher education. Contemporary Educational Technology 2024, 16. [Google Scholar] [CrossRef]
- Shang, X. Mapping the integration of gamification into foreign language learning in E-learning settings: A bibliometric analysis. Results in Engineering 2025, 28, 108452. [Google Scholar] [CrossRef]
- Shortt, M.; Tilak, S.; Kuznetcova, I.; Martens, B.; Akinkuolie, B. Gamification in mobile-assisted language learning: A systematic review of duolingo literature from public release of 2012 to early 2020. Computer-Assisted Language Learning 2023, 36, 517–554. [Google Scholar] [CrossRef]
- Siemens, G. Learning analytics: The emergence of a discipline. American Behavioral Scientist 2013, 57, 1380–1400. [Google Scholar] [CrossRef]
- Skinner, B. F. Science and human behavior; Simon and Schuster, 1965. [Google Scholar]
- Su, F.; Zou, D.; Xie, H.; Wang, F. L. A comparative review of mobile and non-mobile games for language learning. Sage Open 2021, 11, 21582440211067247. [Google Scholar] [CrossRef]
- Surendeleg, G.; Murwa, V.; Yun, H.-K.; Kim, Y. S. The role of gamification in education–a literature review. Contemporary Engineering Sciences 2014, 7, 1609–1616. [Google Scholar] [CrossRef]
- Sutton, R. S.; Barto, A. G. Reinforcement learning: An introduction, 2nd ed.; MIT Press, 2018. [Google Scholar]
- Sykes, J. M. Learner requests in Spanish: Examining the potential of multiuser virtual environments for L2 pragmatic acquisition. In The second generation: Online collaboration and social networking in CALL; Lomicka, L., Lord, G., Eds.; CALICO., 2009; pp. 199–234. [Google Scholar]
- Taguchi, N. Instructed pragmatics at a glance: Where instructional studies were, are, and should be going. Language Teaching 2015, 48, 1–50. [Google Scholar] [CrossRef]
- Taguchi, N. Pragmatic competence. In Second language acquisition: An introductory course, 5th ed.; Gass, S. M., Behney, M., Plonsky, L., Eds.; Routledge, 2020; pp. 278–300. [Google Scholar]
- Thompson, C. G.; von Gillern, S. Video-game based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis. Educational Research Review 2020, 30, 100332. [Google Scholar] [CrossRef]
- Vaswani, A.; Shazeer, N.; Parmar, N.; Uszkoreit, J.; Jones, L.; Gomez, A. N.; Kaiser, Ł.; Polosukhin, I. Attention is all you need. In Advances in Neural Information Processing Systems; Curran Associates, Inc, 2017; Vol. 30, pp. 5998–6008. [Google Scholar]
- Wen, Y. Chinese character composition game with the augment paper. Journal of Educational Technology & Society 2018, 21, 132–145. [Google Scholar]
- Wouters, P.; van Nimwegen, C.; van Oostendorp, H.; van der Spek, E. D. A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology 2013, 105, 249–265. [Google Scholar] [CrossRef]
- Wuchty, S.; Jones, B. F.; Uzzi, B. The increasing dominance of teams in production of knowledge. Science 2007, 316, 1036–1039. [Google Scholar] [CrossRef]
- Yang, J. C.; Lin, M. Y. D.; Chen, S. Y. Effects of anxiety levels on learning performance and gaming performance in digital game-based learning. Journal of Computer-Assisted Learning 2018, 34, 324–334. [Google Scholar] [CrossRef]
- Yang, L.; Li, R.; Zhou, Y. Research trends of game-based language learning in K-12 education: A systematic review of SSCI articles during 2009–2022. Journal of Computer-Assisted Learning 2024, 40, 1218–1230. [Google Scholar] [CrossRef]
- Yazdi, A.; Karimi, A.; Mystakidis, S. Gamification in online education: A visual bibliometric network analysis. Education and Information Technologies 2024, 29, 1–29. [Google Scholar] [CrossRef]
- Yıldırım, L.; Karahan, E. Effect of Web 2.0 gamification tools on listening comprehension skills in a second foreign language German course. Digital Education Review 43 2023, 37–67. [Google Scholar] [CrossRef]
- York, J.; Shibata, K.; Tokutake, H.; Nakayama, H. Effect of SCMC on foreign language anxiety and learning experience: A comparison of voice, video, and VR-based oral interaction. ReCALL 2021, 33, 49–70. [Google Scholar] [CrossRef]
- Yudintseva, A. Game-enhanced second language vocabulary acquisition strategies: A systematic review. Open Journal of Social Sciences 2015, 3, 101–109. [Google Scholar] [CrossRef]
- Zhai, X.; Chu, X.; Chai, C. S.; Jong, M. S. Y.; Istenic, A.; Spector, M.; Liu, J.-B.; Yuan, J.; Li, Y. A review of artificial intelligence (AI) in education from 2010 to 2020. Complexity 2021, 2021, 8812542. [Google Scholar] [CrossRef]
- Zhang, Y.; Song, H.; Liu, X.; Tang, D.; Chen, Y.; Zhang, X. Language learning enhanced by massive multiple online role-playing games (MMORPGs) and the underlying behavioral and neural mechanisms. Frontiers in Human Neuroscience 2017, 11, 160. [Google Scholar] [CrossRef] [PubMed]
- Zhou, P.; Leydesdorff, L. The emergence of China as a leading nation in science. Research Policy 2006, 35, 83–104. [Google Scholar] [CrossRef]
- Zou, D.; Huang, Y.; Xie, H. Digital game-based vocabulary learning: Where are we and where are we going? Computer-Assisted Language Learning 2021, 34, 751–777. [Google Scholar] [CrossRef]
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).