Aug 2026· Revista Multidisciplinar de Estudios Generales· Vol 5· 0 citations· 10 references
Abstract
Gamification has emerged as an innovative pedagogical strategy in the teaching of English as a foreign language; however, there is limited empirical evidence from direct classroom interventions with primary school students in Latin American contexts. The present study aimed to examine the impact of gamification on English vocabulary acquisition in seventh grade students at the A2 level in a public school in Esmeraldas, Ecuador. A convergent parallel mixed methods design was employed, with a sample of 22 students selected through purposive sampling. Data collection followed a four-stage sequence: first, a diagnostic test was administered as a pre-test; then the gamified intervention was carried out over four consecutive weeks, with one weekly session of 90 minutes using the platforms Kahoot! Wordwall, Quizizz, and Blooket, during which a teacher observation checklist was recorded weekly; afterward, a final test was administered as a post-test; and finally, a student perception survey was applied on a Likert scale. Quantitative results showed an increase from 43.55% to 85.91% in average achievement between the pre-test and the post-test, a statistically significant improvement according to the Wilcoxon signed-rank test (Z = 4.09, p < .001) with a large effect size (r = .87), with positive gains recorded in all 22 participants. The teacher observation checklist recorded an overall average of 3.90 out of 4.00 across the dimensions of engagement, vocabulary use, and oral fluency, with Kahoot! being the platform with the best results. The student perception survey showed a broadly favorable evaluation, with agreement percentages ranging from 93.2% to 97.7% depending on the section assessed. It is concluded that digital gamification constitutes an effective methodological strategy for vocabulary development, motivation, and communicative confidence in public primary education contexts in Latin America, although these results should be read as initial evidence of short-term consolidation, given the single-group design and the brief duration of the intervention.
This study investigates the impact of the gamified Mobile-Assisted Language Learning (MALL) application, Mondly, on vocabulary learning and learning preferences of first-year English as a Foreign Language (EFL) university students. The research adopts a one-group pre-test/post-test design with a group of 20 students wh...
G. Rizakhojayeva, L. N. Abdullah· Buketov Language Review· 0 citations
The findings indicate that web-based gamification produces a very large educational effect on students’ English achievement, motivation, engagement, and communication skills.
S. Rani, M. Vasimalairaja· Innovare journal of educatio...· 0 citations
Vocabulary mastery is an essential component of English language learning, yet seventh-grade students may experience difficulties in understanding and using vocabulary due to limited learning engagement and less interactive learning approaches. This study aimed to investigate the effect of using Kahoot as an audio-visu...
Safina Nur Khalisah Hiola, Rasuna Talib, Yunita Hatibie et al.· Research Review: Jurnal Ilmi...· 0 citations
Vocabulary learning has been acknowledged as a persistent challenge for many English as a Foreign Language (EFL) learners, especially in contexts where vocabulary teaching is largely dependent on memorization and provides little opportunity for authentic language use. Mobile-assisted language learning (MALL) tools are...
Thao Nhi Le, T. Dương· EIKI Journal of Effective Te...· 0 citations
In line with the changing needs of today’s learners, and the emerging trends towards formative assessment, the aim of this research is to implement formative assessment tools in the classroom to serve as solutions for the problems and the issues already pinpointed through the research questions. The forms and semi-stru...
Donercan Donuk, Emrah Doğan· Mersin Üniversitesi Eğitim F...· 0 citations