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<ArticleSet>
<Article>
<Journal>
				<PublisherName>Tabaran Institute of Higher Education</PublisherName>
				<JournalTitle>Journal of Research in Techno-based Language Education</JournalTitle>
				<Issn>2821-0301</Issn>
				<Volume>5</Volume>
				<Issue>2</Issue>
				<PubDate PubStatus="epublish">
					<Year>2025</Year>
					<Month>10</Month>
					<Day>01</Day>
				</PubDate>
			</Journal>
<ArticleTitle>The Effect of Game-Based Digital Platforms on Iranian EFL Students’ Vocabulary Achievement</ArticleTitle>
<VernacularTitle></VernacularTitle>
			<FirstPage>1</FirstPage>
			<LastPage>11</LastPage>
			<ELocationID EIdType="pii">238027</ELocationID>
			
<ELocationID EIdType="doi">10.22034/jrtle.2025.558744.1068</ELocationID>
			
			<Language>EN</Language>
<AuthorList>
<Author>
					<FirstName>Farzane</FirstName>
					<LastName>Hoseinzade</LastName>
<Affiliation>Department of English, Tabaran Institute of Higher Education, Mashhad, Iran.</Affiliation>

</Author>
<Author>
					<FirstName>Mohammad Reza</FirstName>
					<LastName>Khodashenas</LastName>
<Affiliation>Department of English, Ministry of Education, Mashhad, Iran.</Affiliation>
<Identifier Source="ORCID">0000-0002-6574-0654</Identifier>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2025</Year>
					<Month>09</Month>
					<Day>09</Day>
				</PubDate>
			</History>
		<Abstract>&lt;span style=&quot;font-family: &#039;Times New Roman&#039;,serif; mso-ascii-theme-font: major-bidi; mso-hansi-theme-font: major-bidi; mso-bidi-theme-font: major-bidi;&quot;&gt;The incorporation of digital game-based learning (DGBL) into English as a Foreign Language (EFL) education has attracted increasing scholarly attention due to its potential to foster learner engagement and improve language achievements. Although numerous studies have documented the general effectiveness of DGBL, limited research has addressed its impact within specific pedagogical frameworks, particularly structured online environments designed for vocabulary instruction. This research investigated the impact of Education.com, a digital game-based platform, on facilitating vocabulary acquisition among Iranian intermediate EFL learners. A quasi-experimental, pre-test–post-test design was implemented with sixty participants randomly assigned to either an experimental group (n = 30), which received vocabulary instruction via Education.com, and a control group (n = 30), which followed conventional paper-based instruction. Group equivalence was confirmed through a Nelson proficiency test and a researcher-developed vocabulary pre-test. After a ten-session treatment, an independent-samples t-test displayed a statistically significant achievement in the experimental group’s post-test performance compared to the control group. The results demonstrated that the gamified and interactive affordances of Education.com significantly enhanced vocabulary learning outcomes. These findings underscore the pedagogical value of integrating structured, game-based online platforms into EFL curricula to promote more effective vocabulary achievement.&lt;/span&gt;</Abstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">Digital Game-Based Learning (DGBL)</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Educational Technology</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Gamification</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">vocabulary achievement</Param>
			</Object>
		</ObjectList>
<ArchiveCopySource DocType="pdf">https://www.jrtle.ir/article_238027_3171ae616af291d6627a9346b3fb0855.pdf</ArchiveCopySource>
</Article>
</ArticleSet>
