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The Future of Education 15th Edition 2025

Fostering English Vocabulary Development of Young Learners through Gamified Learning Activities in Chinese EFL Setting

Zili Lin; Ayse Taskiran; Yunzhu Yan; Yuetong Wang

Abstract

Learning a foreign language involves developing a large vocabulary, and innovative approaches are needed to enhance vocabulary acquisition when teaching English as a foreign language (EFL) to K-12 students. This study aims to investigate how game-based course design can improve vocabulary acquisition and retention in the context of EFL in China. For this study, a public primary school was selected as the setting. The participants were fourth-grade students chosen through convenience sampling. To determine the target vocabulary, the participants took a pre-test, which was created by the researchers based on the content of the language curriculum. The students received vocabulary instruction that included vocabulary games for a duration of three weeks. After each instructional session, participants completed immediate post-tests to assess their vocabulary gains. Two weeks following the intervention, the participants took a delayed post-test to evaluate their retention levels. The quantitative data were analyzed using SPSS with a paired-sample t-test. Even though there was a statistically significant difference between the mean scores of the immediate post-test and delayed post-test, the mean difference was still found to be close to each other, with 24.37 and 21.32 out of 30, respectively. This indicates that the students’ retention level did not show a huge decrease despite the two-week interval.

 

Keywords

Vocabulary acquisition, Game-based learning, Memory retention, EFL (English as a Foreign Language) in China, Quantitative analysis

 

REFERENCES

[1] Dichev, C., Dicheva, D., & Irwin, K. (2020). Gamifying learning for learners. International Journal of Educational Technology in Higher Education, 17(1). https://doi.org/10.1186/s41239-020-00231-0

[2] Jadallah, Y., Najwa Khasawneh, & Saleem, A. (2024). Exploring the long-term effects: Retention and transfer of skills in gamified learning environment. International Journal of Data and Network Science, 8(1), 195–200. https://doi.org/10.5267/j.ijdns.2023.10.004

[3] Krashen, S. (1985). The Input Hypothesis: Issues and Implications. Laredo Publishing.

[4] Li, X., Xia, Q., Chu, S. K. W., & Yang, Y. (2022). Using Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning. Sustainability, 14(12), 7008. https://doi.org/10.3390/su14127008

[5] Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63(63), 50–58. https://doi.org/10.1016/j.chb.2016.05.023

 


Publication date: 2025/06/27
ISBN:
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