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Original Research

SAGE Open
April-June 2023: 1–14
Ó The Author(s) 2023
Learning Outcomes, Motivation, and DOI: 10.1177/21582440231158332
journals.sagepub.com/home/sgo
Satisfaction in Gamified English
Vocabulary Learning

Zhonggen Yu1

Abstract
The past several years have been witnessing the fast development of information and communication technology, with which
an increasing number of serious games are being designed and developed. Randomly selected participants were divided into
the treatment and control cohorts. Two experiments, as well as a semi-structured interview, were administered to both
cohorts. It was concluded that: (1) Learning outcomes in gamified English vocabulary learning are significantly better than in
non-gamified English vocabulary learning; (2) The motivation in gamified English vocabulary learning is significantly stronger
than in non-gamified English vocabulary learning; (3) The satisfaction in gamified English vocabulary learning is significantly
higher than in non-gamified English vocabulary learning. Future research could include various serious games with interdisci-
plinary cooperation to testify the effect of gamification on English vocabulary learning.

Keywords
learning outcomes, motivation, satisfaction, gamified English vocabulary learning

Introduction games (Lai & Chen, 2021). Educators have attempted to


integrate elements of serious gaming most of these
The period ranging from the 1960s and the 1970s saw mobile applications (Govender & Arnedo-Moreno,
the increasing popularity of gamified learning, but gami- 2021), and installed them on mobile devices such as
fied learning was dwarfed under the influence of Back to smartphones, PDAs, and iPods. Of them, the most pop-
Basics teaching movement (Rice, 2007). The Back to ular one is Kingsoft Powerword.
Basics teaching movement began in the 1970s, aimed to Different from traditionally perceived games for
turn the innovative pedagogy back to the non-gamified entertainment, serious games aim to meet educational
style due to the phenomenon that students performed needs rather than entertaining aims (Nazry & Romano,
poorly on standardized tests. The movement suggested 2017). The adjective ‘‘serious’’ is an umbrella term refer-
that teaching be focused on non-gamified reading, writ- ring to video games designed for primary use in military
ing, arithmetic, and other basic skills training. defense, education, academic research, medical science,
The twentieth century has been witnessing the fast urban designing, international communication, cultural
development of information and communication tech- understanding, and political exchange. Serious games are
nology, with which an increasing number of serious deemed as gaming tools used for educational purposes,
games are being designed and developed. Serious games where game players are expected to obtain knowledge
(Abt, 1970) indicated the games designed for education during the gameplay process. Through computer pro-
and other serious purposes such as industrial develop- grams, players’ performances could automatically be
ment, training, or stimulation (Alsawaier, 2018).
Recently, numerous gamified English vocabulary learn-
ing mobile apps have been developed and applied to 1
Beijing Language and Culture University, Haidian District, China
English vocabulary education. Examples are Baicizhan,
Kingsoft, Hujiang Fun Vocabulary, New Oriental Fun Corresponding Author:
Zhonggen Yu, Department of English Studies, Faculty of Foreign Languages,
Vocabulary, Kingsoft Powerword, Shanbei Vocabulary, Beijing Language and Culture University, 15 Xueyuan Road, Haidian
Momo Vocabulary, Zhimi Vocabulary, Immersion District, Beijing 100083, China.
Vocabulary, and virtual reality vocabulary learning Email: 401373742@qq.com

Creative Commons CC BY: This article is distributed under the terms of the Creative Commons Attribution 4.0 License
(https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of
the work without further permission provided the original work is attributed as specified on the SAGE and Open Access pages
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2 SAGE Open

scored in the game (Juan et al., 2017). Task completion and training games (Landers, 2014), as ‘‘a game in which
could render awards, such as scores, advancement, and education (in its various forms) is the primary goal,
power gain, to players. rather than entertainment’’ (Michael & Chen, 2005, p.
Serious games have the features such as gamified 17). It is hard to arrive at a consensus on the definition
mobility and flexibility through installation on mobile of a serious game (Klabbers, 2009). A solution lies in the
devices. Players can learn English vocabulary through exploration of attributes of gamified learning or a model
gamified methods whenever or wherever they feel conve- to construct attributes of gamified learning. Wilson et al.
nient. Gamified vocabulary learning tends to possess the (2009) synthesized nineteen attributes (Bedwell et al.,
attributes of competition, storytelling, achievements, 2012), which was then classified into nine categories, that
curiosity, collaboration, fun, and entertainment. The is, action language, assessment, conflict/challenge, con-
attributes of gamified learning could influence English trol, environment, game fiction, human interaction,
vocabulary acquisition. Relationships between gaming immersion, and rules/goals (see Table 1).
attributes and mechanics exerted a great influence on Based on the nine attributes of gamified learning,
academic achievements and learning experiences Kingsoft Powerword assisted learning is considered
(Lameras et al., 2017). gamified learning. Its use in English vocabulary learning
Serious games could promote the engagement of stu- is thus deemed as gamified English vocabulary learning
dents in learning activities via their gamified features. since it consists of action language, assessment or evalua-
The elements of entertainment and fun of gamification tion, conflicts or challenge in learning process, control of
also attract game players to engage in learning through learning steps, environment designed for learning, game
interesting gameplay (Yu, 2018). The ‘‘serious’’ concep- fictions as learning materials, human interactions with
tion explicitly sheds light on the extra pedagogical value the program, immersion environments, and rules or goals
except for fun and competition of games (Yu, 2019). for learning and scoring. However, scanty studies have
Stimulated to play games, learners tend to be able to sub- been committed to the effect of Kingsoft Powerword on
consciously acquire English linguistic knowledge through learning outcomes, motivation, and satisfaction in gami-
watching, reading, listening, and even speaking. fied English vocabulary learning. This study is meaning-
With the swift development of gaming designs, gami- ful and worthwhile because it aims to fill this research
fied learning also seems promising to play an important gap.
role in English vocabulary learning. However, the research
into the effectiveness of gamified learning cannot keep
pace with information technology development, especially Literature Review
in the field of English vocabulary acquisition (Yu, 2018). This review of literature will be chronologically devel-
To promote the development of gamified vocabulary oped with a view to presenting a clear picture to readers.
learning, related convincing studies are in need to strike a Various kinds of serious games, especially those designed
balance between the rapid development of information for youngsters, surged up in the early 2000s, many of
technology and gamified vocabulary learning. which were not used on the fixed desktops but installed
Although an increasing number of gamified apps have on mobile devices. In the year 1999, LeapFrog
been used in English vocabulary acquisition, scanty stud- Enterprises developed a serious game named LeapPad,
ies have been committed to their effect on vocabulary which integrated an interactive book into a cartridge and
learning. One of the major trends in English vocabulary allowed kids to play games. The company also developed
acquisition studies focuses on the effect of digital games a hand-held game in 2003, referred to as Leapster, aim-
on vocabulary acquisition (H. J. H. Chen & Hsu, 2020). ing to meet educational needs by integrating cartridges
This study, aiming to determine their effect on English into arcades (Gray et al., 2009). Gamified learning was
vocabulary learning, is therefore meaningful and neces- connected to sustainable development in the 2000s, in
sary. Precious studies have hardly identified the effect of association with subjects including Learning Sustainable
gamification on learning outcomes, motivation, and Development in 2000, as well as Climate Challenge in
satisfaction in gamified English vocabulary. This study 2006 (Katsaliaki & Mustafee, 2012).
will fill this research gap by both quantitatively and qua- The use of a serious game named ‘‘Bingo’’ was evi-
litatively examining its effects on English vocabulary denced effective in sight word learning and reading
learning outcomes, motivation, and satisfaction. (Kirby et al., 1981). A patented board serious game
could meet participants’ individual needs and improve
the effectiveness of vocabulary acquisition (Burrowes,
Theoretical Framework
2003). Another serious game referred to as ‘‘The SIMS’’
Researchers defined a serious game, also referred to as could also significantly improve English vocabulary
learning games, games for learning, educational games, learning although the sample was relatively small (Miller
Yu 3

Table 1. Nine Attributes of Gamified Learning (Bedwell et al., 2012).

Attribute category Definition Examples of gamification

Action language The method and interface by which communication To participate in an online learning activity, students are
occurs between a player and the game itself now required to use game console controllers (e.g., a
PlayStation controller).
Assessment The method by which accomplishment and game In a learning activity, points are used to track the
progress are tracked number of correct answers obtained by each learner
as each learner completes the activity.
Conflict/challenge The problems faced by players, including both the A small group discussion activity is augmented such
nature and difficulty of those problems that each small group competes for the ‘‘best’’
answer.
Control The degree to which players are able to alter the game, A small group discussion activity is restructured such
and the degree to which the game alters itself in that each decision made by each small group
response influences the next topic that the group will discuss.
Environment The representation of the physical surroundings of the A class meeting is moved from a physical classroom to
player a 3D virtual world.
Game fiction The fictional game world and story Lectures, tests, and discussions are renamed
adventures, monsters, and councils, respectively.
Human interaction The degree to which players interact with other Learners participate in an online system that reports
players in both space and time on their assignment progress to other students as
they work.
Immersion The affective and perceptual experience of a game When learning about oceanography, the walls of the
classroom are replaced with monitors displaying real-
time images captured from the seafloor.
Rules/goals Clearly defined rules, goals, and information on When completing worksheet assignments on tablet
progress toward those goals, provided to the player computers, a progress bar is displayed to indicate
how much of the assignment has been completed.

& Hegelheimer, 2006). The plentiful contexts, cognitive game dimensions, game cycle, debriefing, perceived edu-
engagements, and virtual language learning situations in cational worth, acquired learning skills, and intrinsic
the gamified learning could also act as a stimulus to motivation (Guillén-Nieto & Aleson-Carbonell, 2012).
improve language learning effectiveness (Ranalli, 2008). Cognitive loads and academic achievements were consid-
Several studies reported gamified English vocabulary ered important factors in gamification, where heavier
learning effectiveness. Observers of gamified learning cognitive loads could render poorer academic achieve-
outperformed players in a computer science class in ments, and vice versa (Cowley, Heikura, & Ravaja, 2013;
terms of vocabulary learning (Dehaan et al., 2010). The Cowley, Ravaja, & Heikura, 2013). Gamification could
serious game observers could also recall significantly significantly enlarge the range of vocabulary compared
more English words than the players. Players held that with non-gamified vocabulary learning methods such as
gameplay was significantly more difficult than observa- hardcopy texts, lists of words, and multiple-choice ques-
tion (Dehaan et al., 2010). Both game players and tions (Smith et al., 2013).
observers performed significantly better than those who The year 2014 witnessed some positive results of the
learned English vocabulary through the non-gamified use of gamification in learning. Gamification could
approach. Gamification could also positively influence improve learning outcomes in construction education in
English vocabulary learning of students at different lev- terms of theories and practice, where gamification proved
els of English proficiency (Peterson, 2010). Researchers useful and engaging. Compared with students who did
explored the design of gaming elements (Deterding et al., not learn construction aided with gamification, those
2011), psychological influence on gamified learning out- aided with gamification acquired significantly more pro-
comes (Boyle et al., 2011), and learning outcomes in seri- cedural and declarative knowledge in the discipline (Dib
ous virtual environments (Wrzesien & Alcaniz Raya, & Adamo-Villani, 2014). The less time-consuming gami-
2010). fied vocabulary learning was significantly more effective
In 2012, the research interest of scholars was shifted than non-gamified English vocabulary learning approach
to gamification at the workplace out of campus. A study without gamification (Sandberg et al., 2014). Satisfied
also explored the factors that influenced gamification in with the gamified English vocabulary learning approach,
the business settings, including instructional contents, they practiced English vocabulary learning adaptively
4 SAGE Open

and independently, and believed they could extend the Gamification could also increase players’ cognitive abil-
range of vocabulary and improve their language percep- ities and enhance their positive learning effect (Lamb
tions (Schamroth & Sara, 2014). et al., 2018).
Similarly, in 2015, gamification was also reported ben- Gamification could improve recollection of vocabu-
eficial to education. Students held positive attitudes lary, and promote vocabulary transferability in authentic
towards, and positive cognitive and affective perceptions contexts, by which English vocabulary acquisition could
of gamified education. Compared with quizzes and be enhanced (Franciosi, 2017). Serious game players
adventures, simulations significantly improved the com- could facilitate vocabulary learning by using learning
prehension and application of knowledge. Females pos- strategies, including repetitions of vocabulary, contextual
sessed significantly higher understandings of negative inferences, convenient communication, and animated
feelings of gamification and also held significantly more visualization in authentic situations (Ebrahimzadeh,
positive attitudes toward gamification than males 2017). The recollection and transferability could be indis-
(Riemer & Schrader, 2015). A real-time analytical serious pensable abilities to enhance the range of vocabulary.
game was also positively assessed in terms of teaching Students who possess these abilities could organize the
goals and progress (Minovic et al., 2015). Gamification structures of vocabulary and practice them frequently,
could facilitate reading comprehension, by which English leading to improved vocabulary skills in different
vocabulary acquisition could be greatly improved contexts.
(Sundqvist & Wikström, 2015). Gamification could also Additionally, the interactivity of serious games could
enhance the retention of English vocabulary so that the influence the vocabulary learning effectiveness to a large
effectiveness of vocabulary learning was improved extent (Ebrahimzadeh & Alavi, 2016), as well as design
(Alshaiji, 2015). features of gamification such as age and linguistic back-
The year 2016 also saw several studies in support of grounds (M. Chen et al., 2018). The interactivity-oriented
gamification in education. Gaming easiness and instruc- serious game could significantly improve English vocabu-
tion played a significantly more important role than lary acquisition than the less interactive one and the lat-
gaming enjoyment and motivation in the effect of gamifi- ter could significantly facilitate English vocabulary
cation on learning outcomes (Iten & Petko, 2016). In acquisition than the non-gamified vocabulary acquisition
case that the learning goals were clear and the serious (Yu, 2018). A reasonable amount of, rather than exces-
game was easy to play, learners would concentrate on sive or inadequate, player anxiety and mental effort
the gameplay to complete the task (Y. Wang et al., could also improve the vocabulary learning effectiveness
2017). The vocabulary review game-assisted learning (Hsu, 2017; Khowaja & Salim, 2018).
could facilitate English vocabulary learning significantly Furthermore, another serious game, referred to as
more than non-gamified English vocabulary learning Vocabulary.com, could promisingly extend the range of
approach without the assistance of gamification vocabulary knowledge, although it did not lead to gains
(Hassinger-Das et al., 2016). in highly risky test results (McGregor et al., 2019).
Surprises in gaming could lead to learning effective- Assisted with Persian-language word exercise games,
ness in terms of proportional reasoning skills (Wouters phonological mistakes correction training could improve
et al., 2016). Gamification could render significantly bet- the spelling skills of students with dyslexia (Zare et al.,
ter academic achievements and encourage students to 2020). Language and structural features, and featuring
participate in academic activities because gamified peda- word games of Lewis Carroll were directly correlated
gogy could provide flexible learning without limitations with the cell/cell and cell/matrix recognition processes
of time and space (Garneli et al., 2016). Gamified learn- (Faria, 2020). The game features could improve the rec-
ing could improve effectiveness in social learning, which ognition of vocabulary, coupled with vocabulary
was especially favored by team opinions (Van der Wal acquisition.
et al., 2016). Therefore, social engagement in the class- However, there are still inconsistent findings of the
room should be seriously considered in the future gami- effect of gamification on English vocabulary learning. It
fied design (Bossavit & Parsons, 2018). was found that students in the treatment group learned
A recent study (Cheng et al., 2016) argued that serious significantly less gaming knowledge than the control
game designers and educators should take into account group when the latter experienced active learning
several factors to achieve success in gamification. The (Sitzmann, 2011), while the opposite findings were
factors included backstory and production, realism, arti- revealed by Wouters et al. (2016) who concluded that
ficial intelligence and adaptivity, interaction, and feed- gamification improved learning effectiveness significantly
back and debriefing. The perceived usefulness of the more than the passive instruction. Single-game player
game and the interactions also played important roles in conditions failed to demonstrate significantly superior to
the effective gamification (Malaquias et al., 2018). non-game control conditions in terms of learning
Yu 5

outcomes. Furthermore, no significant and consistent structured interview. The former aims to collect quantita-
correlation between gameplay duration and learning tive data, while the latter aims to collect qualitative data.
effect was found although a proper, rather than a long, In an experiment, an extraneous variable is any vari-
duration of gameplay might be effective in learning. It able that researchers are not investigating that can poten-
was argued that a single-player game might be more tially affect the outcomes of the research study. If left
effective than collaborative gameplay. However, it was uncontrolled, extraneous variables can lead to inaccurate
also concluded that the competitive single-player game conclusions about the relationship between independent
was reported most ineffective (Clark et al., 2014). and dependent variables. Therefore, the same researchers
Gamification reportedly enhanced student motivation, conducted both experiments in the same classrooms to
instead of knowledge gain (Connolly et al., 2012), which minimize the effect of extraneous variables.
was echoed by Boyle et al. (2016). Although the above
findings are out of date, they still provide evidences
against the effect of gamification on learning outcomes. Participants
In both experiments, all the participants, normal in lit-
eracy and psychology, agreed to participate in the experi-
Research Questions and Hypotheses ments by signing the consent form. They were all
Considering the inconsistent findings in the past research informed that the obtained data would be merely used in
into gamification, learning outcomes, levels of motiva- this study and their personal information would remain
tion, and satisfaction of use of gamification remain con- confidential. All of them received proper rewards after
troversial. The research questions in this study were they completed the corresponding tasks.
therefore raised as: (1) Are learning outcomes in gami- In the first experiment, participants were randomly
fied English vocabulary learning significantly better than selected from a public university located in Beijing,
in non-gamified English vocabulary learning? (2) Is the China, who were divided into two cohorts: Cohorts A
motivation in gamified English vocabulary learning sig- and B. Cohort A (N = 35), where there were 6 males and
nificantly stronger than in non-gamified English vocabu- 29 females, learned English vocabulary assisted with a
lary learning? (3) Is the satisfaction in gamified English gamified app—Kingsoft Powerword, while Cohort B
vocabulary learning significantly higher than in non- (N = 36), where there were 5 males and 31 females,
gamified English vocabulary learning? learned English vocabulary through non-gamified voca-
We raised three null hypotheses: (1) Learning out- bulary learning approach. The age in both cohorts ran-
comes in gamified English vocabulary learning are not ged from 18 to 21 (M = 20.10, SD = 0.943). The
significantly better than in non-gamified English vocabu- learning process endured for one semester. All the parti-
lary learning; (2) The motivation in gamified English cipants’ ranges of English vocabulary were tested
vocabulary learning is not significantly stronger than in through pre-and post-vocabulary tests.
non-gamified English vocabulary learning; (3) The satis- In the second experiment, the same participants as in
faction in gamified English vocabulary learning is not the first experiment were all required to finish filling pre-
significantly higher than in non-gamified English voca- and post-questionnaires aiming to determine levels of
bulary learning. satisfaction and motivation of gamified English vocabu-
The three alternative hypotheses are put forward as: lary learning. They were all informed that the obtained
(1) Learning outcomes in gamified English vocabulary data would merely be used in the study and their per-
learning are significantly better than in non-gamified sonal information would remain confidential. They all
English vocabulary learning; (2) The motivation in gami- agreed to participate in the study by signing the consent
fied English vocabulary learning is significantly stronger form.
than in non-gamified English vocabulary learning; (3)
The satisfaction in gamified English vocabulary learning
is significantly higher than in non-gamified English voca- Research Instruments
bulary learning. The research instruments used in this study include an
English vocabulary test, a scale to identify the motiva-
tion level, and a scale to determine the satisfaction level.
Research Methods
A quasi-experimental mixed design was adopted to deter- The English Vocabulary Test. CET 4 has been evidenced
mine the variables of motivation, satisfaction, and learn- reliable and valid to determine test-takers’ vocabulary
ing outcomes in both the gamified and non-gamified range since her birth in the year 1987 (B. A. Wang,
English vocabulary learning approaches. Two experi- 2004). The English vocabulary test, composed of thirty
ments were involved in the study, as well as a semi- multiple-choice test items, was adapted from College
6 SAGE Open

English Test Band Four (CET4). Each test item was providing vivid pictures, fun stories, dynamic and native
made of a statement with one or more blanks, followed listening materials, interesting videos, and bookstores
by four options. Test-takers were required to select an where varieties of e-books are accessible (Hu & Lei,
option to complete the statement. An example is ‘‘The 2022).
early pioneers had to ____ many hardships to settle on Learners can also learn words by simply clicking
the new land. A. go into B. go through C. go back on D. ‘‘word learning.’’ Then learners can access vast word
go along with (June, 2000).’’ The correct answer is B. In banks. They can match words in different languages by
case test-takers choose B, they will obtain 1 point. connecting them, doing multiple choices, listening to
Otherwise, they will obtain 0 point. radios and standard pronunciation, or doing dictations.
They can also access various kinds of words for playing
The Scale to Identify the Motivation Level. The level of games such as Hero Union. When learning the gaming
motivation will be identified based on self-efficacy and words, they can also use various methods such as radio
intrinsic value. The scale of self-efficacy, made of nine listening, word matching, and word recollection through
items, was revised on the basis of the Motivated listening (Figure 1).
Strategies for Learning Questionnaire (MSLQ) (Pintrich They can play games after learning related words, by
et al., 1991), followed by a 5-point Likert scale scoping which the acquired words may be stored in the mind for
from strongly disagree, disagree, unknown, agree, to longer. They can also play games by joining the vocabu-
strongly agree. Participants will obtain 1 point for choos- lary test games, which contributes to rankings of final
ing strongly disagree, 2 points for disagree, 3 points for scores. The range of vocabulary can be obtained through
unknown, 4 points for agree, and 5 points for strongly vocabulary games, whose results are revealed to partici-
agree. MSLQ was evidenced internally reliable (.89 \ a pants via rankings. In the match, game learners could
\ .93; e.g., Pintrich et al., 1991). The intrinsic value scale match the words, pictures, explanations, or definitions to
was also revised based on MSLQ, which contained nine check if they are familiar with the meanings of the
items, followed by a 5-point Likert Scale, ranging from words. All of their learning behaviors will automatically
strongly disagree, disagree, unknown, agree, to strongly be saved as references or reminders for their further
agree. Participants will be scored based on the same learning. If they attempt to skip over a unit, an alert will
method as in the scale of self-efficacy. instantly arrive for them to confirm the operation.
Whenever they log in to the Kingsoft Powerword, they
The Scale to Determine the Satisfaction Level. Levels of will receive a reward such as increased points, or heigh-
satisfaction are positively correlated with levels of inter- tened user level. Once they fail to log in, they will be
action and self-regulation (Yu, 2015). This study, there- warned. Learners can also select the favored system
fore, determines the level of satisfaction by integrating it response by revising the settings.
into interaction and self-regulation. Three dimensions,
that is, satisfaction, interaction, and self-regulation (Yu, A Semi-Structured Interview. The semi-structured inter-
2015) were used to determine the level of satisfaction of view is composed of three sections. The first section aims
gamified English vocabulary learning in this study. The to collect demographic information including gender,
satisfaction, interaction, and self-regulation scales are age, and educational level. The second section, the major
composed of seven, five, and four questions respectively. part, aims to collect data regarding the levels of motiva-
All the questions are followed by a 5-Likert scale, that is, tion and satisfaction using questions from the question-
strongly disagree, disagree, unknown, agree, and strongly naires. The third section is the acknowledgment part,
agree. Participants will be scored based on the same aiming to extend gratitude to interviewees.
method as in the scale of self-efficacy.

The Kingsoft Powerword. The Kingsoft Powerword,


Procedure
designed and produced by Kingsoft Software Company, The procedure of the study flowed from the first experi-
supports mutual translation between many languages ment, the second experiment to the semi-structured inter-
such as Chinese, English, French, Korean, Japanese, view (see Figure 2).
Spanish, and German. It has been frequently consulted In the first experiment, both Cohorts A and B experi-
by approximately 20 million users and 50,000 organiza- enced pre-and post-vocabulary tests, with a period of a
tions. It can be installed on most electronic devices four-month semester. The pre-vocabulary test was admi-
including mobile or handheld devices such as smart- nistered in the first week of the semester, and the post-
phones (both Android and iPhone versions), and iPods. vocabulary test was administered in the final week of the
It can also be installed on personal computers. It can semester. During the semester, Cohort A learned English
help learners acquire foreign language words by vocabulary aided with the Kingsoft Powerword, while
Yu 7

Figure 1. The interface of Kingsoft Powerword.

Figure 2. Research procedure.

Cohort B learned English vocabulary aided with printed scales to determine levels of both motivation and satis-
dictionaries and paper materials instead of the Kingsoft faction. The pre-questionnaire was administered at the
Powerword. beginning of the semester, while the post-questionnaire
In the second experiment, both Cohorts A and B were was administered at the end of the semester. After both
required to fill in pre-and post-questionnaires including experiments, randomly selected voluntary participants
8 SAGE Open

Table 2. Tests of Normality.

Kolmogorov-Smirnova Shapiro-Wilk
Test Cohort Statistic df Sig. Statistic df Sig.

Pre-vocabulary Cohort A 0.196 35 .002 0.850 35 .000


Cohort B 0.196 36 .001 0.868 36 .001
Post-vocabulary Cohort A 0.159 35 .026 0.938 35 .049
Cohort B 0.252 36 .000 0.852 36 .000
Pre-motivation Cohort A 0.200 35 .001 0.935 35 .038
Cohort B 0.148 36 .044 0.938 36 .045
Post-motivation Cohort A 0.123 35 .200 0.959 35 .209
Cohort B 0.166 36 .014 0.946 36 .079
Pre-satisfaction Cohort A 0.150 35 .044 0.935 35 .039
Cohort B 0.138 36 .082 0.929 36 .024
Post-satisfaction Cohort A 0.151 35 .043 0.931 35 .030
Cohort B 0.140 36 .071 0.928 36 .022

a
Lilliefors significance correction.

received interviews in a quiet room, which was recorded and satisfaction levels are not normally distributed, a
and transcribed for further analysis. Mann-Whitney U test, which does not need a normal
Two experienced researchers independently conducted distribution of data, was thus conducted to test the null
and analyzed the interviews. The interview questions hypotheses. Another reason for use of the non-
were adapted from the scales measuring learning out- parametric test is that the collected data in this study
comes, motivation, and satisfaction in gamified English also meet the assumptions: (1) The data are continuously
vocabulary learning. Themes emerge from the interview distributed among the population; (2) The participants
data included the learning outcomes, satisfaction, and were randomly sampled from the populations, and the
motivation in English vocabulary assisted with gamifica- obtained data were mutually independent. Running a
tion methods. Mann-Whitney U test contributes to the data summar-
ized in Table 3.
A Mann-Whitney U test was conducted to determine
Results whether there were significant differences in pre-
vocabulary tests, pre-motivation, and pre-satisfaction
The results will be presented according to the sequence of levels between both cohorts. Results (See Table 3) of the
research hypotheses put forward in this study. analysis indicated that there were no significant differ-
ences between the treatment (Cohort A) and control
groups (Cohort A) in terms of pre vocabulary tests
Tests of Assumptions
(p = .690, Z = 20.399), pre motivation levels (p = .737,
The Kolmogorov-Smirnov and Shapiro-Wilk tests can Z = 20.336), and pre satisfaction levels (p = .838,
be used to test whether the data are normally distributed. Z = 20.205) at the significance level p = .05. It is thus
The results are shown in Table 2. evidenced that there are no significant differences in the
Kolmogorov-Smirnov and Shapiro-Wilk tests indicate range of vocabulary, motivation, and satisfaction levels
that most data on vocabulary ranges, motivation, and at the beginning of the semester between the treatment
satisfaction levels are not normally distributed at the sig- and control groups, which established a baseline for fur-
nificance level p = .05. Specifically, data from pre-and ther comparative analysis after the treatment.
post-vocabulary tests, pre-motivation, pre-satisfaction in The Mann-Whitney U test was conducted to deter-
Cohort A, post-satisfaction in Cohort A are not normally mine whether there were significant differences in post-
distributed at the significance level p = .05. Other data vocabulary tests, post-motivation, and post-satisfaction
are not consistently distributed, which is determined by levels between both cohorts at the significance level
both Kolmogorov-Smirnov and Shapiro-Wilk tests. p = .05. Results (see Table 3) of the analysis indicated
that there were significant differences between the treat-
ment (Cohort A) and control groups (Cohort A) in terms
Results of Mann-Whitney U tests of post-vocabulary tests (p = .003, Z = 22.946), post-
Since the quantitative data obtained from pre-and post- motivation levels (p = .004, Z = 22.918), and post-
vocabulary tests and scales to determine both motivation satisfaction levels (p = .012, Z = 22.500) at the
Yu 9

Table 3. Results of a Mann-Whitney U Test.

Test Cohort N Mean rank Sum of ranks Z Asymp. Sig. (two-tailed)

Pre-vocabulary Cohort A 35 35.04 1,226.50 20.399 .690


Cohort B 36 36.93 1,329.50
post-vocabulary Cohort A 35 43.09 1,508.00 22.946 .003
Cohort B 36 29.11 1,048.00
Pre-motivation Cohort A 35 36.81 1,288.50 20.336 .737
Cohort B 36 35.21 1,267.50
post-motivation Cohort A 35 43.19 1,511.50 22.918 .004
Cohort B 36 29.01 1,044.50
Pre-satisfaction Cohort A 35 36.50 1,277.50 20.205 .838
Cohort B 36 35.51 1,278.50
post-satisfaction Cohort A 35 42.16 1,475.50 22.500 .012
Cohort B 36 30.01 1,080.50

significance level p = .05. It is thus evidenced that there hypotheses raised in this study. Learners with gamifica-
are significant differences in the range of vocabulary, tion could outperform their counterparts without gamifi-
motivation, and satisfaction levels at the end of the seme- cation in terms of learning outcomes, motivation, and
ster between the treatment and control groups. satisfaction. Generally, the results revealed align with the
Therefore, we rejected the null hypotheses at the signifi- results of previous research (e.g., Connolly et al., 2012;
cance level p = .05 that: (1) Learning outcomes in gami- Dib & Adamo-Villani, 2014; Riemer & Schrader, 2015).
fied English vocabulary learning are not significantly
better than in non-gamified English vocabulary learning;
(2) The motivation in gamified English vocabulary learn- Rationales for Different Learning Outcomes
ing is not significantly stronger than in non-gamified English vocabulary learning is a long process of accumu-
English vocabulary learning; and (3) The satisfaction in lation of knowledge. English vocabulary acquisition is a
gamified English vocabulary learning is not significantly fundamental part of English language learning. Merely
higher than in non-gamified English vocabulary learning.
knowing the conception of a word does not mean mas-
tery of it. Mastery of a new word does not mean merely
Results of the Semi-Structured Interview knowing its meaning. Rather, the real mastery of a word
indicates that the learner is able to use it in daily commu-
Results of the semi-structured interview are generally in nication, speaking, and writing and to correctly under-
line with previous studies on the vocabulary tests, mea- stand it when listening and reading. Frequent access to
surements of motivation (Hong et al., 2022; Qiao et al., target words is essential for mastery of words. The gami-
2022), and satisfaction levels. The majority (.80%) of fied Kingsoft Powerword, via storytelling, vivid sounds,
interviewees believed that they could gain significantly animated pictures, interesting games, and native speak-
better English vocabulary learning outcomes through ers’ recordings, tends to attract students to vocabulary
Kingsoft Powerword than through non-gamified English contacts and learning, which undoubtedly increases the
vocabulary learning method. A larger proportion of learning frequency and prolongs the retention of words.
interviewees (55%) believed learning English vocabulary By contrast, under non-gamified English vocabulary
through Kingsoft Powerword was more motivating than learning model, learners have to carry heavy dictionaries
through non-gamified English vocabulary learning or paper materials and look for the words when they
method. Most of them (.90%) prefer Kingsoft would like to decide the meaning of words. This has pos-
Powerword to non-gamified English vocabulary learning sibly decreased the frequency of and shortened the con-
method in English vocabulary learning because they tact period of English vocabulary. Learning outcomes
believed the former is much more convenient and thus assisted with gamification are thus reasonably and signif-
satisfactory than the latter. Consequently, the results of icantly better than non-gamified English vocabulary
the interview also rejected the three null hypotheses. learning approach. In addition, through vocabulary
games, students could have the opportunity of contact-
ing words that they are familiar with or unfamiliar with,
Discussion
which could ultimately facilitate the processing of words
This part will explore rationales for the research results. in their brains. It is, therefore, reasonable to conclude
It will be discussed based on the sequence of research that learning outcomes in gamified English vocabulary
10 SAGE Open

learning are significantly better than in non-gamified self-efficacy (Chang et al., 2022), and self-regulation, as
English vocabulary learning. important indicators of satisfaction, proved mutually
and significantly correlated (Yu, 2015). The gamified
vocabulary learning tool could improve three factors.
Rationales for Different Motivation Levels With Kingsoft Powerword, students could interact with
Motivation often acts as a stimulus that can evoke human others by playing the contest game with other learners.
actions, enthusiasm, voluntarism, and goals. The word They could compete with each other by taking part in the
‘‘motivation’’ originates from the word ‘‘motive’’ which is vocabulary game, from which rankings of game scores
referred to as a sort of need that motivates people to act. will be presented as game results. Ranking of the range
The needs could be cultivated during the interactions with of vocabulary can also render interactions with learners.
people, culture, lifestyle, society, and language acquisi- Rankings could facilitate players’ engagement in the
tion. Motivation could play an important role in the culti- gameplay process. Strong engagement could certainly
vation process of needs. Needs could also exert a great improve learning outcomes, which would enhance stu-
influence on motivation. Positive motivation could facili- dents’ satisfaction with gamified English vocabulary
tate the process of satisfying needs. In case that students acquisition.
hold positive motivation, they will engage in English With gamification, players can improve their self-
vocabulary learning voluntarily, which will be helpful to efficacy by actively joining the game-like learning activi-
enlargement of the range of English vocabulary. On the ties. The games avoid the intense competition and the
contrary, if students negatively assess the situation, they psychological nervousness by integrating the elements of
will be poorly motivated to engage in English vocabulary enjoyment and entertainment. This relaxing situation can
learning, which will lead to poor performance in learning release the burden of vocabulary acquisition on learners.
outcomes and lower scores in vocabulary tests. The self-efficacy can then be subconsciously increased
The gamified Kingsoft Powerword provides students and augmented with the progress of game-like learning
with opportunities of learning English vocabulary with and playing. With enhanced self-efficacy, students can
convenience, interest, fun, and enjoyment, which ultimately naturally obtain relatively satisfactory learning outcomes
improves the learning outcomes. Non-gamified English and academic achievements, in turn improving self-effi-
vocabulary learning, however, requires students to carry cacy. In this way, a benign cycle is formed, which is bene-
heavy dictionaries and printed books. This led to less inter- ficial to the improvements in satisfaction.
est, lower desire, and inconvenience to learn English voca- During the gameplay process, players’ self-regulation
bulary, which unquestionably causes lower scores in the can also be enhanced. Immersed in the gameplay, very
vocabulary tests. This in turn gives rise to the dampened few distractions can disturb students’ learning. They tend
motivation of English vocabulary learning. Consequently, to possess strong self-regulation when playing games,
it is normal to conclude that the motivation in gamified especially when they are competing with other peers. In
English vocabulary learning is significantly stronger than non-gamified English vocabulary learning, they tend to
in non-gamified English vocabulary learning. complain about the boring and dull vocabulary recitation
Motivation can be divided into both intrinsic and and feel easily distracted. Their self-regulation will thus
extrinsic motivations (Wouters et al., 2013). The intrinsic be weak, followed by dissatisfaction with the learning
motivation refers to the self-desire to explore innovative experience. The game-like learning process is attractive
things, to meet new challenges, to analyze learning compe- due to its variety of programs such as word matching,
tence, and to acquire new knowledge. It is driven by satis- word contest, rich pictures, and vivid recordings.
faction, needs, desire, or enjoyment, which is hidden in an There are still many other factors that possibly exert a
individual entity instead of external factors. The extrinsic great influence on the satisfaction of English vocabulary
motivation, however, is subject to external factors such as acquisition, such as game design, the difficulty of voca-
learning tools, materials, pedagogy, and learning settings. bulary, learning environment, and instructional
Gamification can firstly positively influence extrinsic approach. Interaction, self-efficacy, and self-regulation
motivation by reasonable teaching designs and flexible have, however, been demonstrated reliable and valid fac-
learning models, and secondly, enhance intrinsic motiva- tors that determine the level of satisfaction (Yu, 2015).
tion through enhancing learners’ satisfaction. With the improved interaction, self-efficacy, and self-reg-
ulation, students’ satisfaction will be enhanced with
English vocabulary learning process. It is, therefore, rea-
Rationales for Different Satisfaction Levels sonable to find that the satisfaction in gamified English
Satisfaction was evidenced positively correlated with vocabulary learning is significantly stronger than in non-
interaction, self-efficacy, and self-regulation. Interaction, gamified English vocabulary learning.
Yu 11

Challenges in Gamified English Vocabulary Learning Funding


Despite benefits of gamified vocabulary learning, chal- The author disclosed receipt of the following financial support
lenges such as handwriting sense and spelling difficulties for the research, authorship, and/or publication of this article:
may draw researchers’ attention. Although spelling and This work is supported by 2019 MOOC of Beijing Language
and Culture University (MOOC201902) (Important)
handwriting are different steps, they are closely related
‘‘Introduction to Linguistics’’; ‘‘Introduction to Linguistics’’ of
(Martinez-Garcia et al., 2021). With Kingsoft online and offline mixed courses in Beijing Language and
Powerword, students do not need to spell an exact word Culture University in 2020; Special fund of Beijing Co-con-
since the system can automatically complete the whole struction Project-Research and reform of the ‘‘Undergraduate
word if a proper reminder is provided. In this way, stu- Teaching Reform and Innovation Project’’ of Beijing higher
dents’ spelling abilities may be reduced. Their handwrit- education in 2020-innovative ‘‘multilingual + ’’ excellent talent
ing skills may also be weakened since they do not need training system (202010032003); The research project of
to handwrite any word in the gamification-assisted con- Graduate Students of Beijing Language and Culture University
texts. Researchers could make every effort to overcome ‘‘Xi Jinping: The Governance of China’’ (SJTS202108).
these obvious challenges facing gamified English vocabu-
lary learning. ORCID iD
Zhonggen Yu https://orcid.org/0000-0002-3873-980X

Conclusion
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