Volume -14 | Issue -5
Volume -14 | Issue -5
Volume -14 | Issue -5
Volume -14 | Issue -5
Volume -14 | Issue -5
English as Foreign Language (EFL) students have found it difficult to master vocabulary. Many students find vocabulary lessons tedious, particularly those who were raised in the internet world. When it comes to learning English vocabulary, digital games have become increasingly popular. This is particularly true when it comes to using games to teach vocabulary. However, investigations on the impact of English vocabulary development have not yielded a scientifically valid result. So, this paper presents an experimental study of how digital gaming can help students learn vocabulary. Initially, the student’s datasets are gathered and the datasets are split into control and experimental groups. Standard teaching and digital game teaching are provided to the control group and experimental group, correspondingly. To assess the student’s learning capacity, the McNemar test is conducted. Finally, the performance metrics of this research are examined and that are compared with other existing models to obtain our research with the greatest effectiveness. These findings are depicted through employing the Origin tool.