Implementing FunBingo as a Video Game to Increase EFL Students´ Motivation to Learn Vocabulary
Article Number: e2025567 | Available Online: November 2025 | DOI: 10.22521/edupij.2025.19.567
Ana Quinonez-Beltran , Elsa Morocho-Cuenca , Carmen Benitez-Correa
Full text PDF |
512 |
307
Abstract
|
Background/purpose. Digital games have been recognized as valuable tools for creating motivating, interactive learning environments, particularly for vocabulary learning. In this line, the purpose of the present study is to determine the impact of the FunBingo video game on students’ motivation to learn English as a Foreign Language vocabulary. Materials/methods. The research process lasted five months. A quasi-experimental design with a quantitative approach was used with a sample of 416 public school participants (242 females and 174 males) aged 11 to 12. Their proficiency in English was A1 according to the Common European Framework. The students were divided into an experimental and a control group; the control group was assigned to learn vocabulary using traditional resources, while the experimental group used the FunBingo game. Data were collected using a survey and pre-test and post-test techniques with their corresponding validated instruments (a motivation questionnaire and multiple-choice questionnaires, respectively). The data were analyzed using SPSS software. Results. Findings demonstrate that key motivational constructs, such as enjoyment, interest, and satisfaction, were fostered by the FunBingo video game in EFL vocabulary learning. Besides, the results confirmed meaningful gains: the experimental group outperformed the control group (H = 14.61, p = .00013) and showed substantial pre- to post-test improvement (H = 225.04, p < .00001), with a moderate-to-large time-factor effect (η² = .271 |
Conclusion. FunBingo significantly increased students' motivation and contributed positively to vocabulary learning, demonstrating the potential of gamified tools to enhance learner engagement and retention.
Keywords: EFL vocabulary, FunBingo, Learning, Motivation, Video games
ReferencesAbdulhussein, S. H., & Alimardani, E. (2021). On the effect of employing story-based video games on Iraqi EFL learners’ vocabulary retention and motivation. Multicultural Education, 7(4), 118-128. https://doi.org/10.5281/zenodo.4681267
Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts. International Journal of Technology in Education (IJTE), 4(3), 542-552. https://doi.org/10.46328/ijte.169
Affuso, G., Zannone, A., Esposito, C., Pannone, M., Miranda, M. C., De Angelis, G., Aquilar, S., Dragone, M., & Bacchini, D. (2023). The effects of teacher support, parental monitoring, motivation and self-efficacy on academic performance over time. European Journal of Psychology of Education, 38(1), 1-23. https://doi.org/10.1007/s10212-021-00594-6.
Ahmed, A. A. A., Ampry, E. S., Komariah, A., Hassan, I., Thahir, I., Ali, M. H., Faisal, A. F., & Zafarani, P. (2022). Investigating the effect of using game-based learning on EFL learners’ motivation and anxiety. Education Research International, 2022(1). https://doi.org/10.1155/2022/6503139
Alamer, A., & Alrabai, F. (2023). The causal relationship between learner motivation and language achievement: New dynamic perspective. Applied Linguistics, 44(1), 148-168. https://doi.org/10.1093/applin/amac035
Al-Fak, I. M. (2015). Vocabulary input in English language teaching: Assessing the vocabulary load in spine five. International Journal of English Language and Linguistics Research, 3(1), 1-14. https://www.eajournals.org/wp-content/uploads/Vocabulary-Input-in-English-Language-Teaching-Assessing-the-Vocabulary-Load-in-Spine-Five.pdf
Alhebshi, A., & Gamlo, N. (2022). The effects of mobile game‑based learning on Saudi EFL foundation year students’ vocabulary acquisition. Arab World English Journal, 13(1), 408–425. https://doi.org/10.24093/awej/vol13no1.27
Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught. International Journal of Teaching and Education, 3(3), 21-34. https://doi.org/10.20472/TE.2015.3.3.002
Ardasheva, Y., Carbonneau, K., Roo, A., & Wang, Z. (2018). Relationships among prior learning, anxiety, self-efficacy, and science vocabulary learning of middle school students with varied English language proficiency. Learning and Individual Differences, 61, 21-30. https://doi.org/10.1016/j.lindif.2017.11.008
Brown, R., Waring, R., & Donkaewbua, S. (2008). Incidental vocabulary acquisition from reading, reading-while-listening, and listening to stories. Reading in a Foreign Language, 20(2), 136-163. http://hdl.handle.net/10125/66816
Camacho, G., & Ovalle, J. C. (2019). The influence of video games on vocabulary acquisition in a group of students from the BA in English teaching. GIST Education and Learning Research Journal, 19, 172-192. https://files.eric.ed.gov/fulltext/EJ1237366.pdf
Chen, H. J. H., & Yang, T. Y. C. (2013). The impact of adventure video games on foreign language learning and the perceptions of learners. Interactive Learning Environments, 21(2), 129-141. https://doi.org/10.1080/10494820.2012.705851
Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications.
Derakhshan, A., & Zare, J. (2023). The impact of altruistic teaching on English as a foreign language (EFL) learners’ emotion regulation: An intervention study. Brain Sciences, 13(3), 458. https://doi.org/10.3390/brainsci13030458
Dörnyei, Z. (2020). Innovations and challenges in language learning motivation. Routledge. https://doi.org/10.4324/9780429485893
Ebadi, S., & Bashir, S. (2021). An exploration into EFL learners’ writing skills via mobile-based dynamic assessment. Education and Information Technologies, 26(2), 1995-2016. https://doi.org/10.1007/s10639-020-10348-4
Elaish, M. M., Ghani, N. A., Shuib, L., & Al-Haiqi, A. (2019). Development of a mobile game application to boost students’ motivation in learning English vocabulary. IEEE Access, 7, 13326-13337. https://doi.org/10.1109/ACCESS.2019.2891504
Eltahir, M. E., Alsalhi, N. R., Al-Qatawneh, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education. Education and information Technologies, 26, 3251-3278. https://doi.org/10.1007/s10639-020-10396-w
Feng, R., Alsager, H. N., Azizi, Z., & Sarabani, L. (2023). Impact of mind-mapping technique on EFL learners' vocabulary recall and retention, learning motivation, and willingness to communicate. Heliyon, 9(6). https://doi.org/10.1016/j.heliyon.2023.e16560
Ferdig, R. E. (Ed.). (2008). Handbook of research on effective electronic gaming in education. IGI global
Halbrook, Y. J., O’Donnell, A. T., & Msetfi, R. M. (2019). When and how video games can be good: A review of the positive effects of video games on well-being. Perspectives on Psychological Science, 14(6), 1096-1104. https://doi.org/10.1177/1745691619863807
Information Resources Management Association (Ed.). (2021). Research Anthology on Strategies for Using Social Media as a Service and Tool in Business. IGI Global.
James, E., Currie, N. K., Tong, S. X., & Cain, K. (2021). The relations between morphological awareness and reading comprehension in beginner readers to young adolescents. Journal of Research in Reading, 44(1), 110-130. https://doi.org/10.1111/1467-9817.12316
Jacobs, G. (1998). Second language vocabulary acquisition: A Rationale for Pedagogy. Cambridge University Press. https://doi.org/10.1177/003368829802900109
Karakoç, D., & Köse, G. D. (2017). The impact of vocabulary knowledge on reading, writing and proficiency scores of EFL learners. Journal of language and linguistic Studies, 13(1), 352-378. https://dergipark.org.tr/en/download/article-file/440520
Kingsley, T. L., & Grabner‐Hagen, M. M. (2018). Vocabulary by gamification. The Reading Teacher, 71(5), https://doi.org/10.1002/trtr.1645
Kucher, T. (2021). Principles and Best Practices of Designing Digital Game-Based Learning Environments. International Journal of Technology in Education and Science, 5(2), 213-223. https://doi.org/10.46328/ijtes.190
Kusumaningrum, W. R., & Binarti, E. (2021). Jeopardy classroom instruction: Fostering students’ motivation to learn English vocabulary. Journal of English Educators Society (JEES), 6(1), 155-162. https://doi.org/10.21070/jees.v6i1.1211
Laufer, B., & Hulstijn, J. (2001). Incidental vocabulary acquisition in a second language: The construct of task-induced involvement. Applied Linguistics, 22(1), 1–26. https://doi.org/10.1093/applin/22.1.1
Li, R. (2021). Does game-based vocabulary learning APP influence Chinese EFL learners’ vocabulary achievement, motivation, and self-confidence?. Sage Open, 11(1), 1-12. https://doi.org/10.1177/21582440211003092
Macis, M., & Schmitt, N. (2017). Not just ‘small potatoes’: Knowledge of the idiomatic meanings of collocations. Language Teaching Research, 21(3), 321-340. https://doi.org/10.1177/1362168816645957
Mahyoob, M. (2020). Challenges of e-Learning during the COVID-19 Pandemic Experienced by EFL Learners. Arab World English Journal, 11(4), 351–362. https://doi.org/10.24093/awej/vol11no4.23
Mertler, C. A. (2019). Quantitative methodology in adolescent research. The Encyclopedia of Child and Adolescent Development, 1-14. https://doi.org/10.1002/9781119171492.wecad313
Moir, J., & Nation, P. (2002). Learners' use of strategies for effective vocabulary learning. Prospect, 17(1), 18–32.
Moody, S., Hu, X., Kuo, L. J., Jouhar, M., Xu, Z., & Lee, S. (2018). Vocabulary instruction: A critical analysis of theories, research, and practice. Education Sciences, 8(4), 1-22. https://doi.org/10.3390/educsci8040180
Mutlu, E., & Çimen, Ş. S. (2024). The relationship between English language learning motivation and being engaged in video games. Journal of Educators Online, 20(1), 315-332. https://www.researchgate.net/publication/386564712
Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of digital game-based learning on student engagement and motivation. Computers, 12(9), 1-23. https://doi.org/10.3390/computers12090177
Nation, I. S. P. (2013). Learning Vocabulary in Another Language. Cambridge University Press.
Nation, I. S. P. (2011). Research into practice: Vocabulary. Language Teaching, 44(4), 529-539. https://doi.org/10.1017/S0261444811000267
Nation, P., & Meara, P. (2013). Vocabulary. In An introduction to applied Linguistics. Routledge.
Nguyen, T. C. D. (2022). The impact of context on EFL learners’ vocabulary retention. European Journal of Foreign Language Teaching, 6(2), 1-23. https://doi.org/10.3390/computers12090177
Ningtyas, A., & Suganda, S. P. (2020). Video Games as motivators of English vocabulary acquisition and reading. In International University Symposium on Humanities and Arts, 22-27. Atlantis Press. https://doi.org/10.2991/assehr.k.200729.005
Orhani, S., & Shatri, K. (2025). Impact of Computer Games on Learning Concepts in the Subject of Technology with ICT. Educational Process: International Journal, 17. https://doi.org/10.22521/edupij.2025.17.299
Papi, M. (2018). Motivation as quality: Regulatory fit effects on incidental vocabulary learning. Studies in Second Language Acquisition, 40(4), 707-730. https://doi.org/10.1017/s027226311700033x
Piaget, J. (1972). The psychology of the child. Basic Books.
Quwaider, M., Alabed, A., & Duwairi, R. (2019). The impact of video games on the players behaviors: A survey. Procedia Computer Science, 151, 575-582. https://doi.org/10.1016/j.procs.2019.04.077
Richards, J. C., & Rodgers, T. S. (2014). Approaches and methods in language teaching. Cambridge University Press. https://doi.org/10.1017/9781009024532
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68. https://doi.org/10.1037/0003-066X.55.1.68
Sabiri, A. (2025). The Impact of Video Games on the Vocabulary Size of EFL Learners in Morocco. The International Journal of Applied Language Studies and Culture, 8(1), 1-28. https://doi.org/10.34301/alsc.v8i1.47
Sadeghi, M. (2013). The impact of achievement motivation on vocabulary learning in intermediate EFL learners. Journal of Basic and Applied Scientific Research, 3(10), 206-213, https://www.scirp.org/reference/referencespapers?referenceid=2967498
Schmitt, N. (2008). Instructed second language vocabulary learning. Language Teaching Research, 12(3), 329-363. https://doi.org/10.1177/1362168808089921
Schmitt, N. (2002). Tracking the incremental acquisition of second language vocabulary: A longitudinal study. Language Learning, 48(2), 281-317. https://doi.org/10.1111/1467-9922.00042
Schmitt, N., Ng, J. W. C., & Garras, J. (2011). The word associates format: Validation evidence. Language Testing, 28(1), 105-126. https://doi.org/10.1177/0265532210373605
Shahriarpour, N. (2014). On the effect of playing digital games on Iranian intermediate EFL learners’ motivation toward learning English vocabularies. Procedia-Social and Behavioral Sciences, 98, 1738-1743. https://doi.org/10.1016/j.sbspro.2014.03.601
Sihombing, P. S. M., & Tambunan, A. R. S. (2023). Teachers’ perceptions of digital game-based vocabulary learning. Linguistik Terapan, 20(1), 84–94. https://doi.org/10.24114/lt.v20i1.46634
Skinner, B. F. (1986). Is it behaviorism? Behavioral and Brain Sciences, 9(4), 716-716. https://doi.org/10.1017/S0140525X00052031
Stockemer, D., Stockemer, G., & Glaeser, J. (2019). Quantitative methods for the Social Sciences. Springer International Publishing.
Sweller, J. (1994). Cognitive load theory, learning difficulty, and instructional design. Learning and Instruction, 4(4), 295-312. https://doi.org/10.1016/0959-4752(94)90003-5
Tanaka, M. (2017). Examining EFL vocabulary learning motivation in a demotivating learning environment. System, 65, 130-138. https://doi.org/10.1016/j.system.2017.01.010
Teng, F. (2020). The benefits of metacognitive reading strategy awareness instruction for young learners of English as a second language. Literacy, 54(1), 29-39. https://doi.org/10.1111/lit.12181
Tsai, Y. Y., Wu, T. L., & Chen, L. G. (2024). Exposure to Netflix enhances listening effort and learning motivation among MICE learners. Journal of Hospitality, Leisure, Sport & Tourism Education, 35, 1-17. https://doi.org/10.1016/j.jhlste.2024.100486
Tseng, W. T., & Schmitt, N. (2008). Toward a model of motivated vocabulary learning: A structural equation modeling approach. Language Learning, 58(2), 357-400. https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1467-9922.2008.00444.x
Ushioda, E. (2016). Language learning motivation through a small lens: A research agenda. Language Teaching, 49(4), 564-577. https://doi.org/10.1017/S0261444816000173
Vygotsky, L. S. (1978). Mind in society: Development of higher psychological processes. Harvard University Press.
Waer, H. (2021). Using gamification in EFL vocabulary learning and learners’ attitudes toward gamification use. Journal of Scientific Research in Education, 22(2), 547–570, https://doi.org/10.21608/jsre.2021.54341.1236
Webb, S., & Nation, P. (2017). How vocabulary is learned. Oxford University Press
Zhang, R., Zou, D., & Cheng, G. (2024). Self-regulated digital game-based vocabulary learning: motivation, application of self-regulated learning strategies, EFL vocabulary knowledge development, and their interplay. Computer Assisted Language Learning, 1–43. https://doi.org/10.1080/09588221.2024.2344555