Digital Gaming Habits and EFL Learning In Primary Education: A Bibliometric Analysis
DOI:
https://doi.org/10.61924/jasmin.v4i3.126Keywords:
Digital Gaming, EFL learning, Incidental Learning, Bibliometric AnalysisAbstract
Digital gaming has become increasingly integrated into students’ daily activities, including in the context of learning English as a Foreign Language (EFL). However, previous studies have predominantly focused on the use of games in formal learning through game-based learning approaches, while studies examining digital gaming habits as part of students’ everyday experiences remain relatively limited. Therefore, this study aims to analyze research trends, influential contributors, and conceptual themes related to digital gaming and EFL learning. This study employed a bibliometric approach using data collected from Scopus and Crossref through Publish or Perish. A total of 238 documents published between 2022 and 2026 were analyzed using VOSviewer through keyword co-occurrence, cluster analysis, and overlay visualization. The findings indicate that research on digital gaming and EFL learning has continued to develop in recent years, although most studies still focus on formal game-based learning environments. Visualization analysis revealed strong relationships among digital games, vocabulary learning, young learners, and psychology. In addition, recent research trends have shifted toward more contextual and student-centered topics, such as incidental learning and digital play. Overall, this study highlights that digital gaming has the potential to support English language acquisition through natural language exposure in students’ daily digital activities.
References
Al-Obaydi, L. H., Pikhart, M., & Shakki, F. (2023). Digital gaming as a panacea for incidental L2 acquisition in an EFL context. Applied Research on English Language, 12(1), 73–94. https://doi.org/10.22108/ARE.2022.135944.2201
Couture-Matte, R. (2022). Digital games in the elementary classroom: Using Club Penguin Island acquisition in an ESL students. Canadian Modern Language Review, 78(1), 34–51. https://doi.org/10.3138/cmlr-2020-0050
Dashtestani, R. (2022). The winding path towards implementing digital game-based learning (DGBL) in an educational context: The voices of pre-service teachers. CALL-EJ, 23(3), 70–93.
Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of Business Research, 133, 285–296. https://doi.org/10.1016/j.jbusres.2021.04.070
Gyllstad, H., Sundqvist, P., Peck, B., Reki?, U., Skar, G. B., & Tilsti, N. (2025). Young learners’ receptive L2 English vocabulary knowledge in relation to extramural English exposure at the onset of formal instruction in Norway. IRAL – International Review of Applied Linguistics in Language Teaching. https://doi.org/10.1515/iral-2024-0289
Hidayat, A. (2022). Pemanfaatan media digital dalam pembelajaran bahasa Inggris di sekolah dasar. Jurnal Pendidikan Dasar, 6(2), 115–123.
Jensen, S. H., & Lauridsen, T. (2023). Extramural English for early language learning: Aspects of or a curse? Language Teaching for Young Learners, 5(1), 85–109. https://doi.org/10.1075/ltyl.22011.jen
Kumar, S., Lim, W. M., Pandey, N., & Christopher West, D. (2022). Mapping research trends in bibliometric studies: A systematic review approach. Global Business and Organizational Excellence, 41(3), 49–71. https://doi.org/10.1002/joe.22178
Lee, J., & Chen, H. (2022). Digital gaming and incidental vocabulary acquisition in EFL contexts. Computers & Education, 182, 104463.
Lim, W. M., Kumar, S., Verma, S., & Pandey, N. (2022). A bibliometric analysis of EFL learners’ vocabulary retention and recall in a technology-based instructional environment: Focusing on digital games. Education and Information Technologies, 27, 34347–34377. https://doi.org/10.1007/s10639-021-10692-x
Ongoro, C. A., & Fanjiang, Y. Y. (2024). Digital game-based technology for English language learning in preschools and primary schools: A systematic analysis. IEEE Transactions on Education. https://doi.org/10.1109/TLT.2024.3269292
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 and Information Technologies, 27, 34347–34377. https://doi.org/10.1007/s10639-021-10692-x
Sari, M., & Putra, A. (2023). Penggunaan game digital dalam meningkatkan minat belajar bahasa Inggris. Jurnal Pendidikan, 8(1), 60–68.
Sherwin, J., Kormos, J., & Cunningham, S. (2025). Young learners’ strategies in digital gaming and English language development. Language Learning Journal, 53(1), 88–103.
Weisi, H., & Hajizadeh, N. (2025). Incidental vocabulary learning through digital games among primary EFL students. Interactive Learning Environments, 33(4), 611–627.
Yang, Y. F., Goh, A. P. I., Hong, Y. C., & Chen, N. S. (2023). Primary school students’ foreign language anxiety in collaborative and individual digital game-based learning. Computer Assisted Language Learning, 36(8), 1587–1607. https://doi.org/10.1080/09588221.2021.2008979
Published
How to Cite
Issue
Section
Copyright (c) 2026 Annisa Putri, Ellianawati, Bambang Subali

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

