Game-Based Learning and Multimodal Media in English Vocabulary Learning: A Systematic Literature Review
DOI:
https://doi.org/10.17977/um039v10i22025p147-159Keywords:
Game-Based Learning; multimodal media; English vocabulary acquisition; EFL instruction; digital pedagogy; learner engagement.Abstract
This systematic literature review synthesizes empirical evidence from 2021–2025 on the integration of Game-Based Learning (GBL) and multimodal media to enhance English vocabulary acquisition in EFL contexts. The study aims to evaluate instructional effectiveness, identify synergistic benefits, and examine implementation challenges. Following the PRISMA 2020 protocol, we systematically searched Scopus, Web of Science, ERIC, ScienceDirect, and Google Scholar. Twelve peer-reviewed studies meeting stringent eligibility criteria underwent qualitative synthesis. Findings consistently demonstrate that GBL significantly improves vocabulary acquisition, learner motivation, and engagement compared to traditional methods. Multimodal instruction (integrating text, audio, and visuals) enhances vocabulary retention and depth of processing by supporting dual coding and reducing cognitive load. Crucially, integrated approaches that embed multimodal elements within game mechanics yield synergistic gains in cognitive, affective, and social engagement. However, successful implementation faces barriers, including over-reliance on translation-based methods and varying teacher readiness in digital-pedagogical competencies. The review concludes that combining GBL with multimodal design principles offers a powerful, engaging framework for vocabulary instruction. Future research should prioritize longitudinal studies on retention, design-based development of adaptable resources, and implementation science models to support teacher professional development in diverse educational settings.
References
Aeni, N., Nur, S., Limbong, S., & Yunus, M. (2024). Promoting EFL students’ engagement by using Bamboozle: Digital game-based learning in Indonesian higher education. Journal of English Education and Teaching, 8(3), 508–527. https://doi.org/10.33369/jeet.8.3.508-527
Aldemir, H., Solis-Campos, A., Saldana, D., & R. Rodriguez-Ortiz, I. (2023, August). A systematic review and meta-analysis of vocabulary interventions for deaf/hard of hearing children and adolescents. Journal of Speech, Language, and Hearing Research. https://pubs.asha.org/doi/10.1044/2023_JSLHR-22-00570
Alhazmi, K. (2024). The effect of multimedia on vocabulary learning and retention. World Journal of English Language, 14(6), 390. https://doi.org/10.5430/wjel.v14n6p390
Alshumrani, H. A. (2024). Unveiling vocabulary teaching and learning beliefs of teachers and learners in an EFL context. *Asian-Pacific Journal of Second and Foreign Language Education, 9*(1), 20. https://doi.org/10.1186/s40862-023-00242-0
Bouzaiane, B., & Youzbashi, A. (2024). The role of digital-game based language learning in EFL vocabulary learning and retention: A case study at a higher educational institute in Oman. Journal of Language Teaching and Research, 15, 1660–1669. https://doi.org/10.17507/jltr.1505.27
EF EPI. (2024). EF EPI | Indeks Kecakapan Bahasa Inggris EF. https://www.ef.co.id/epi/
Financial Times. (2025, August 15). Lost in translation. Financial Times. https://www.ft.com/content/c9f32020-0499-4f49-9a46-1a3f491847d4
Gee, J. P. (2004). What video games have to teach us about learning and literacy (1. paperback ed). Palgrave Macmillan.
Ghobadi, S., Shahrokhi, M., & Abedi, A. (2021). Impact of ELSE game-based English vocabulary learning app on Iranian EFL exceptional students’ vocabulary learning: EFL professionals and computer experts’ evaluation in focus. Machine Translation, 11, 149–173.
Hakami, A. Q. A. (2025). The influences of the English language vocabulary on EFL learners’ English language competency proficiency. ResearchGate. https://doi.org/10.36892/ijlls.v7i2.2090
Hartini, L. W., & Ardini, A. S. (2024). The relationship between Indonesian EFL learners’ vocabulary knowledge and English competencies. Journal of English and Education (JEE), 55–66. https://doi.org/10.20885/jee.v10i1.33651
Hidayah, J., Prihantoro, P., Apriani, E., Polisda, Y., Arnanda, F. S., & Oktavia, N. (2025). Facilitating students’ multimodal competence development in technology-supported speaking class through multiliteracies pedagogy. Journal of English Education and Teaching, 9(1), 172–189. https://doi.org/10.33369/jeet.9.1.172-189
Ihsan, A. I. (2025). Teaching vocabulary in Indonesian EFL classrooms: A comparative case study of junior high school strategies, challenges, and student responses. GLOBAL: Education Language and Humanity Journal, 3(1), 68–78.
Jiang, M., Jong, M., Lau, W., Chai, C., & ... (2022). A scoping review on flipped classroom approach in language education: Challenges, implications and an interaction model. Computer Assisted Language Learning. https://doi.org/10.1080/09588221.2020.1789171
Kessler, M., & Marino, F. (2023). Digital multimodal composing in English language teaching. ELT Journal, 77, 370–376. https://doi.org/10.1093/elt/ccac047
Kress, G. (2009). Multimodality (0 ed.). Routledge. https://doi.org/10.4324/9780203970034
Mayer, R. E. (2009). Multimedia learning. Cambridge University Press.
Nation, I. S. P. (Ed.). (2013). Testing vocabulary knowledge and use. In Learning vocabulary in another language (2nd ed., pp. 514–568). Cambridge University Press. https://doi.org/10.1017/CBO9781139858656.015
Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., … Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. BMJ, 372, n71. https://doi.org/10.1136/bmj.n71
Patra, I., Shanmugam, N., Ismail, S. M., & Mandal, G. (2022). An investigation of EFL learners’ vocabulary retention and recall in a technology-based instructional environment: Focusing on digital games. Education Research International, 2022(1), 7435477. https://doi.org/10.1155/2022/7435477
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
Read, J. A. S. (2009). Assessing vocabulary. Cambridge University Press. https://doi.org/10.1017/CBO9780511732942
Sofiana, N., Putri, A. R., Muzakki, M. A., & Mubarok, H. (2025). “Lingo climb” for vocabulary learning: Developing a game-based learning tool for elementary EFL students. Journal on English as a Foreign Language, 15(1), 237–267. https://doi.org/10.23971/jefl.v15i1.9714
Zein, S. (2022). Country profiles: English as a subject in basic education (ESBE) in Cambodia, Laos, Indonesia, Malaysia, Myanmar, the Philippines, Thailand and Vietnam—Recommendations for policy and research. https://www.researchgate.net/publication/362360251_Country_profiles_English_as_a_subject_in_basic_education_ESBE_in_Cambodia_Laos_Indonesia_Malaysia_Myanmar_the_Philippines_Thailand_and_Vietnam_-_Recommendations_for_policy_and_research
Zeng, Y., Kuo, L.-J., Chen, L., Lin, J.-A., Shen, H., Zeng, Y., Kuo, L.-J., Chen, L., Lin, J.-A., & Shen, H. (2025). Vocabulary instruction for English learners: A systematic review connecting theories, research, and practices. Education Sciences, 15(3). https://doi.org/10.3390/educsci15030262
Zhang, X., & Li, L. (2025). Color extraction and artistic matching design based on silhouette coefficient method and eye tracking technology. Journal of The Institution of Engineers (India): Series C. Advance online publication. https://doi.org/10.1007/s40032-025-01229-1
Zh, M. H. R. (2025). Pengembangan strategi blended learning berbantuan flipbook digital berbasis hypercontent untuk meningkatkan hasil belajar [Disertasi doktoral, Universitas Negeri Malang].
Zh, M. H. R., Pradana, M. I. Y., Soepriyanto, Y., & Budiman, F. (2025). Comparative analysis of student learning outcomes in Al-Qur’an Hadith lessons based on learning media. *Al-Afkar, Journal For Islamic Studies, 8*(1), 241–250.
Zh, M. H. R., Putra, M. F. B., Kuswandi, D., Wedi, A., & Ardiansyah, A. (2024). Developing Wordwall evaluations in blended Islamic education using the Smith and Ragan model. *Al-Aulia: Jurnal Pendidikan Dan Ilmu-Ilmu Keislaman, 10*(1), 89–104.
Zh, M. H. R., Sani, N. L., Kuswandi, D., & Fadhli, M. (2024). Needs analysis of development fbo media as a support for blended learning in al-qur’an hadits lesson. *Jurnal Pendidikan Agama Islam Al-Thariqah, 9*(1), 16–32.
Zh, M. H. R., Thaariq, Z. Z. A., & Ardiansyah, A. (2024). Mobile learning: Future learning technologies for Islamic formal education (A literature study). Proceedings of International Conference on Education, 2(1), 370–377.
Zhou, W., & Wu, X. (2024). The impact of internal-generated contextual clues on EFL vocabulary learning: Insights from EEG. Frontiers in Psychology, 15, 1332098. https://doi.org/10.3389/fpsyg.2024.1332098.
