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Cipher combines engaging game mechanics with pedagogical principles to support learners’ language development. A double-baseline approach measures learning gains among 45 primary school students during a structured intervention. Experimental groups show vocabulary improvements over a control group, indicating strong educational potential. Key contributing factors include pedagogical focus, cultural responsiveness, curriculum alignment, content co-creation, and innovative game design.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/cipher-in-classrooms-evaluating-digital-game-based-language-learning-for-irish-vocabulary-acquisition/426379/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/cipher-in-classrooms-evaluating-digital-game-based-language-learning-for-irish-vocabulary-acquisition/426379.png","ImageObject",300,407,{"name":92,"@type":93},"Jacob","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-08","2026-09-29",true,{"@type":102,"interactionType":103,"userInteractionCount":24},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What is Cipher and what learning goal does it target?","Question",{"text":112,"@type":113},"Cipher is a Digital Game-Based Language Learning application designed to support Irish vocabulary acquisition by combining game mechanics with pedagogical and culturally responsive content.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How was Cipher evaluated in the study?",{"text":117,"@type":113},"The study used a double-baseline model with two pre-tests, followed by a five-week intervention period and a post-test, comparing control and experimental groups.",{"name":119,"@type":110,"acceptedAnswer":120},"What results did the study find about vocabulary improvement?",{"text":121,"@type":113},"The experimental groups showed vocabulary improvements compared with the control group, supporting Cipher’s educational potential for language acquisition, especially for less commonly taught languages.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},426379,1791130962,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":24,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":144,"read_time":145},962084931830,"https://ap-avatar.wpscdn.com/davatar_a8503ba1806abce46bf441b54a3ca4cd","Cipher in Classrooms: Evaluating Digital Game-Based Language Learning for Irish Vocabulary Acquisition  \nLiang Xu 1(B) , Mark Andrade2 , Elaine Uí Dhonnchadha2 , and Monica Ward 1   \n1 Dublin City University, Dublin, Ireland  \n{liang .xu,[monica.ward}@dcu.ie](monica.ward}@dcu.ie)  \n2 Trinity College Dublin, Dublin, Ireland  \n{andradem,[uidhonne}@tcd.ie](uidhonne}@tcd.ie)  \nAbstract. This study explores the educational outcomes of Cipher, a Digital Game-Based Language Learning (DGBLL) application, focusing on vocabulary acquisition in Irish language learning. Cipher integrates engaging game mechanics with pedagogical principles, with the aim of enhancing Irish learners’ language skills. Using a double-baseline model, we assess learning gains among 45 primary school students. Results show vocabulary improvements in the experimental groups compared to the control group, underscoring Cipher’s educational potential. Key factors contributing to its success include a pedagogical focus, cultural responsiveness, curriculum alignment, content co-creation and innovative game design. This study highlights the potential of DGBLL applications like Cipher to support language acquisition, particularly in less commonly taught languages.  \nKeywords: Digital Game-Based Language Learning · L2 Learning Outcomes · Vocabulary Acquisition · Indigenous Language · Intervention Evaluation  \n1 Introduction  \nThe integration of digital technologies into education has increasingly reshaped traditional learning paradigms, offering innovative methods which can enhance student engagement and learning effectiveness. DGBLL combines the immersive and interactive aspects of gaming with educational content, making learning more enjoyable and effective [1, 2] . In the context of the Irish language, DGBLL presents a unique opportunity to address several educational challenges. Irish, an ofﬁcial language of Ireland, is spoken very well by only approximately 4% of the population [3] . Traditional language learning methods often fail to maintain student interest, leading to a decline in engagement and retention in the Irish context [4] . Cipher, a DGBLL for Irish, integrates game elements with educational content to enhance the learning experience for Irish language students. It incorporates storytelling, culturally responsive content, and interactive challenges to make language learning more appealing and effective. To evaluate the educational effectiveness of Cipher, we used the rigorous double baseline model, which  \n© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025  \nA. Schönbohm et al. (Eds.): GALA 2024, LNCS 15348, pp. 25–35, 2025 .  \n[https://doi.org/10.1007/978-3-031-78269-5](https://doi.org/10.1007/978-3-031-78269-5_3)[_](https://doi.org/10.1007/978-3-031-78269-5_3)[3](https://doi.org/10.1007/978-3-031-78269-5_3)  \n26 L. Xu et al.  \ninvolved conducting two pre-tests to establish a comprehensive baseline before implementing a 5-week intervention period and a post-test. The research was conducted in an English-medium primary school, focusing on vocabulary acquisition as a key measure of language learning. The study compared the performance of control and experimental groups, assessing Cipher’s impact on vocabulary learning.  \n2 Related Research  \nDigital Game-Based Language Learning (DGBLL) merges the realms of gaming and language education, utilising digital games as a medium to enhance language acquisition [1] . This approach leverages the engaging and interactive nature of games to create learning environments that can motivate learners and improve their language skills [2] . Research has shown the positive impact of DGBLL on language acquisition, particularly vocabulary development. A meta-analysis [6] of DGBLL studies reveal medium to large effect sizes for vocabulary acquisition, underscoring its effectiveness compared to non-gaming instructional methods. However, there is a need for more comprehensive analyses of DGBLL for le","cbCailEWEpZPtF41","https://ap.wps.com/l/cbCailEWEpZPtF41","pdf",1229409,11,"English","# Introduction\n# Related Research","[{\"question\":\"What is Cipher and what learning goal does it target?\",\"answer\":\"Cipher is a Digital Game-Based Language Learning application designed to support Irish vocabulary acquisition by combining game mechanics with pedagogical and culturally responsive content.\"},{\"question\":\"How was Cipher evaluated in the study?\",\"answer\":\"The study used a double-baseline model with two pre-tests, followed by a five-week intervention period and a post-test, comparing control and experimental groups.\"},{\"question\":\"What results did the study find about vocabulary improvement?\",\"answer\":\"The experimental groups showed vocabulary improvements compared with the control group, supporting Cipher’s educational potential for language acquisition, especially for less commonly taught languages.\"}]","Cipher in Classrooms - Evaluating Digital Game-Based Language Learning for Irish Vocabulary Acquisition | PDF",1790640374,28]