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Heliyon 8 (2022) e11811

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Heliyon
journal homepage: www.cell.com/heliyon

Research article

The effects of implementing gamified instruction on vocabulary gain and


motivation among language learners
lık b, Enisa Mede a, Yavuz Samur a, Zeynep Comert a
Karim Sadeghi a, *, Ece Sag
a
Bahçeşehir University, Turkey
b
Istanbul University-Cerrahpasa, Turkey

A R T I C L E I N F O A B S T R A C T

Keywords: This study aimed to examine and compare the impact of gamified and non-gamified instruction on the vocabulary
Gamified instruction development and motivation of students enrolled in an English language preparatory program at a Turkish
Gamification university. The perceptions of the participants about learning vocabulary through gamification were further
Vocabulary development
explored in the study. A sample of 32 (16 control group, 16 experimental group) intermediate (B1 level) students
Motivation
Language preparatory programs
participated in the study. Data were collected quantitatively using pre- and post-vocabulary tests and pre- and
post-motivation questionnaires as well as qualitatively through semi-structured interviews. The findings revealed
that the implementation of gamified instruction positively influenced student motivation. However, no significant
difference was found between the two groups in their vocabulary development apart from a slight increase in the
experimental group. Finally, the students perceived gamified instruction as an efficient way to learn and practice
vocabulary. The gathered findings provide pedagogical implications and suggestions for implementing gamified
instruction in language classrooms.

1. Introduction strategies and approaches which have given a rise to the emergence of
gamification for learners who use technology effectively in all areas of
The process of language development in learning English highlights life (Prensky, 2001). Gamification is primarily described as the usage of
the importance of vocabulary teaching in language classrooms (Guil- game elements in a non-game context (Deterding, 2012) and can be
herme, 2007). While contextualized or traditional methods are mainly described from the behavioral perspective (Morford et al., 2014). The
used in vocabulary teaching, motivation is generally underestimated. main goal of gamification is to change the usage habits or behaviors of
Scholars have determined many influential factors including the impor- the individual (Asigigan and Samur, 2021). Implementing gamification
tance of the word in context (Brown, 1993), the variety of contextual as an instructional tool in classrooms is effective not only to make stu-
hints, the learner's curiosity, and the vocabulary they already have dents part of activities but also to motivate them at the same time
(Laufer and Hadar, 1997; Nation and Kyongho, 1995). (Muntean, 2011). Since gamification is the use of game elements, it is
Considering language education in Turkey, despite eight uninter- relevant to the usage of game dynamics, mechanics, and components in
rupted years of English compulsory education, the students' proficiency educational contexts to increase the effectiveness of learning and support
level is quite low (Coskun, 2016). The primary parameters which are the target behaviors of learners (Deterding et al., 2011; Glover, 2013;
effective for the formation of this problem are the inaccurate approaches Kapp, 2012). Therefore, games are commonly used in the classroom
in the curriculum and the teacher training programs (Çelik and Kasap, (Kapp, 2012).
2019). Another influential factor is the motivational problem during the Although gamification has been gaining importance in education,
English learning process (Apriliyanti et al., 2018; Ertu
g ve Canan, 2014). various studies examined the impact of different game elements on
To address this issue, various instructional designs have been introduced learners addressing outcomes such as engagement, motivation, enjoy-
to boost motivation in language classrooms; however, these have ment, performance, and achievement (Brewer et al., 2013; Boyinbode,
changed due to the changing expectations of the 21st-century generation. 2018; Goehle, 2013; Kumar and Khurana, 2012; Raymer, 2011; Sanchez
Specifically, these changes have influenced various motivational et al., 2020; Villagrasa and Duran, 2013). Recent research on

* Corresponding author.
E-mail address: kerimsadeghi@gmail.com (K. Sadeghi).

https://doi.org/10.1016/j.heliyon.2022.e11811
Received 18 May 2022; Received in revised form 16 August 2022; Accepted 15 November 2022
2405-8440/© 2022 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-
nc-nd/4.0/).
K. Sadeghi et al. Heliyon 8 (2022) e11811

gamification highlights the benefits of improving the students' overall be said that game mechanics are only part of game design. However,
language proficiency (Calafato, 2021; Chiu et al., 2012; Thompson and game elements are the other parts that make up the game such as goals,
von Gillern, 2020; Yang et al., 2020; York and deHaan, 2018). Because feedback, avatar, point, and rules (Samur, 2016, 2018). Game elements
games present the words to be learned by trial and error in a context (Gris are also used both in-game and in gamification. Notwithstanding, there is
and Bengton, 2021; Squire et al., 2005), gamification stands out in vo- no agreed list or framework in the literature yet regarding which factors
cabulary teaching due to its motivational contributions (Abrams and are game elements. Primarily, there are three elements addressed by
Walsh, 2014; Lui, 2014; Hasegawa et al., 2015). Although game-based gamification research: points, leaderboards, and achievements/badges
learning and gamification are two closely related fields, they are gener- (Hamari et al., 2014). First, points are used to give informal feedback and
ally discussed as two separate concepts that meet in different fields. For quantify the progress. The leaderboard is a list to show the places of
example, if football and football leagues are examined, football is a game. players to provide immediate feedback (Werbach and Hunter, 2012).
Football leagues, on the other hand, are a system in which teams win/- Lastly, badges are the symbols of expected outcomes for individuals
lose points according to match results and are ranked on a leaderboard. (Abramovich et al., 2013). They are used for various purposes such as
When viewed in this way, while the point and leaderboard are game creating goals, and explanations, describing players with the same ex-
elements, no game mechanic is belonging to the football league. There- periences, and giving them the status to declare their rights (Antin&
fore, the football league is a design in which football is gamified. In other Churchill, 2011). According to Lee and Hammer (2011) gamification
words, football is a game while football league is a gamified game. influences three different areas such as cognitive, emotional, and social
As billions of people around the world support the motivating nature areas. From the cognitive perspective, gamification allows students to
of playing games both in and outside the classroom, it can be inferred find their way out using immediate and clear effects. As for the emotional
that gamified activities are influential to overcome the limitations that aspect, gamification is expected to cause negative and positive impacts,
gamification might bring to the learning environment (Birsen, 2017). In and feedback speed and intensity are effective ways to create a more
line with this argument, this study aimed to examine and compare the positive environment. Finally, the social aspect is relevant to identifying
impact of gamified vs. traditional instruction on vocabulary development different roles in gamification contexts and finding an identity on in the
and motivation among Turkish learners studying at an English Language environment where learners feel safe. However, this situation may cause
Preparatory School at a private university in Istanbul. The study also players to focus on the quantity rather than the quality of their perfor-
explored the perceptions of the participants about learning and prac- mance to rank in a better place on the leaderboard. Thus, game elements
ticing vocabulary after being exposed to gamified instruction. The serve different functions and can be used in different contexts.
following research questions were addressed in this study:
2.3. Gamification in language teaching
1. Does gamified instruction have any impact on the vocabulary devel-
opment of English learners compared to non-gamified (traditional) Recent research investigated the impact of gamification on student
instruction? achievement and motivation in language classrooms (Bal, 2019; Ling,
2. Does gamified instruction have any impact on the motivation of the 2018; Rachels and Rockinson-Szapkiw, 2018; Wichadee and Pattana-
participants? pichet, 2018). In some of these studies, web 2.0 tools (Castillo-Cuesta,
3. What are the students' perceptions about gamified vocabulary 2020; Osipov et al., 2015; Perry, 2015), or game elements integrated into
learning? the instructional design (Bal 2019; Ling, 2018) were used for gamifica-
tion. However, feedback (Castillo-Cuesta, 2020; Perry, 2015), leader
2. Literature review board and point (Rachels and Rockinson-Szapkiw, 2018), competition
(Wichadee and Pattanapichet, 2018) and interaction (Castillo-Cuesta,
2.1. Gamification 2020) stand out among the game elements used in the research studies
examined within the scope of the study. When gamification and tradi-
One of the major ideas of gamification is taking the advantage of tional education methods were compared, gamification had a positive
game elements in a non-game context (Deterding et al., 2011; Kapp, effect on academic achievement (Rachels and Rockinson-Szapkiw,
2012; Werbach and Hunter, 2012; Zicherman and Cunningham, 2011). 2018), the development of language skills (Ling, 2018; Osipov et al.,
One of the most common definitions of gamification was shared by 2015), motivation (Perry, 2015), and interest (Castillo-Cuesta, 2020).
Zicherman and Cunningham (2011) as the use of game thinking in
non-game contexts to attract the interest of users in solving problems. 2.4. Using gamification to promote vocabulary development and
Werbach and Hunter (2012) describe gamification as the implementation motivation
of game elements in non-gamified contexts. Considering education,
gamification is a process of using some elements of the game to improve Previous research explored gamification and vocabulary develop-
the individual's problem-solving skills, achievement, engagement, and ment among language learners (Abrams and Walsh, 2014; Hasegawa
motivation (Kapp, 2012). According to Squire (2003), gamification et al., 2015; Korkealehto and Siklander, 2018; Medina and Hurtado,
should not be misused with the idea of using computer games in edu- 2017). Web pages and web 2.0 tools such as Seppo, Kahoot, Padlet, and
cation. Games are interactive problem-solving activities that progress Quizlet were effective to enhance student motivation and vocabulary
within the framework of certain rules and struggle to reach a common learning by providing them with immediate feedback. Gamification
goal (McGonigal, 2011; Salen and Zimmerman, 2004; Wouters et al., comprises several benefits as well. First, students can feel in control of
2013). For this reason, games provide a natural learning environment. their learning. Student motivation can be kept high by offering them
The games are also used in the classroom environment to reinforce goals to reach. Finally, gamification gives a sense of growth to students
knowledge, practice, and support skill development. In this context, ed- where they can check their improvement using numbers.
ucators can redesign an existing game to the learning goal or prepare a To attain the goal of gamification, the right game elements should be
game suitable for their teaching content (van Eck, 2006). used to increase the application and motivate the users (Werbach and
Hunter, 2012). Niman (2014) stated that gamification is related to the
2.2. Game elements intrinsic motivation of students because it lets them feel fulfillment and
enjoyment while learning. Playing game also supports student autonomy.
It is possible to define a game in its simplest form as the combination The reward system is used in the game world including both experiments
of game elements and game mechanics. Game mechanics are fun actions and failure (Decker and Lawley, 2013). Fleischman and Ariel (2016)
that the player can do in the game for achieving a goal. Therefore, it can emphasize the importance of gamification in higher education stating

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K. Sadeghi et al. Heliyon 8 (2022) e11811

that gamification motivates within high engagement periods and failure. undergoes traditional instruction. After the treatment, the researcher
In brief, gamification stands out as an effective method when used for compares the performances of the groups to learn about the effect of the
this purpose (Ozkan and Samur, 2017; Bogost, 2014). treatment.
On the contrary, it should be noted that the school system is based on This study, therefore, employed a convergent mixed methods design
elements similar to game elements like badges and grades. However, where both quantitative and qualitative data were collected and
although the school system includes game elements, it does not provide analyzed, then compared to find out if the data confirms or disconfirms
the same motivation for all students (Lee and Hammer, 2012). Motivation each other. In other words, statistical and content analyses were done to
is the interaction between individuals and their actions over time and triangulate the data. The control group design was applied to enable
situations (Werbach and Hunter, 2012). In addition, the motivational comparing differences in motivation and vocabulary gain, and the
sources and their motivational states against situations are different for qualitative phase was added to find out the students’ thoughts about
each individual (Ryan and Deci, 2000). According to the gamified vocabulary instruction (See Figure 1).
Self-Determination Theory (SDT), two major types of motivation are Additionally, the present study aimed to gain insight into the effects
emphasized: intrinsic and extrinsic. Intrinsic motivation is the ability of of a particular instructional approach (gamification) on motivation and
individuals to act voluntarily in line with their interest and curiosity to vocabulary gain in English language classrooms. To answer the qualita-
satisfy themselves while extrinsic motivation is the ability of individuals to tive research question, the researchers collected a substantial amount of
act by connecting directly with the outcome of the process, such as con- data, looked for relevant patterns in the data, and tried to induce results
crete or verbal rewards, to participate in an activity (Gagne and Deci, that could explain those patterns. Therefore, an inductive approach was
2005). From this point of view, steps can be taken to make individuals' used in this research which moves from the specific to the general. The
sources of motivation a part of the process. Supporting feelings of auton- researchers followed an inductive approach starting with a set of obser-
omy and commitment will positively affect intrinsic motivation (Deci vations and then, moving from those experiences to a more general set of
et al., 2001). Due dates, awards, and verbal congratulations are elements propositions about them.
that support extrinsic motivation (Deci et al., 2001; Ryan and Deci, 2000).
For intrinsic and extrinsic motivation in gamification, integrating 3.2. Setting and participants
game elements to motivate learners using extrinsic rewards such as game
element levels, points, and badges as well as intrinsic motivation con- The present study was conducted at an English Preparatory School
cepts such as achievement, sense of belonging, and autonomy is crucial offered at a private university (foundation, non-profit) in Istanbul,
(Muntean, 2011). Kotob and Ibrahim (2019) emphasized that students' Turkey. The goal of this program is to provide students with language
internal and external motivation sources should be considered in gami- skills and strategies and prepare them for their respective departments.
fication design in language education. Kapp (2012) added that gamified The participants were 32 B1 (intermediate level) students (16 control and
activities should be designed step by step referring to the challenges 16 experimental groups). They were 13 males and 19 females with an age
under the right conditions. Similarly, Glover (2013) argued that certain range between 18 and 20 years old. Apart from the students, a teacher
points should be considered when gamification is applied in education. who was also one of the researchers participated in this study. She was 29
Each individual is motivated by monitoring his development (Ryan and years old, with 6 years of teaching experience, and had a BA and MA
Deci, 2000; Werbach and Hunter, 2012). Therefore, the game elements degree in English Language Teaching. She was teaching the two classes
such as leader board and badges should be used to give feedback to in- (gamified vs non-gamified) in this study.
dividuals (Caglar and Arkun Kocadere, 2015; Glover, 2013; Nicholson,
2013,; Werbach and Hunter, 2012). 3.3. Implementation

3. Methodology A vocabulary pre-test and a pre-motivation questionnaire were first


administered to the two groups of participants. As for the qualitative
3.1. Research design aspect, interviews were carried out with the experimental group to find
out their perceptions about students learning vocabulary. Then, gamifi-
One of the main quantitative research designs is a quasi-experimental cation was introduced to the experimental group as an instructional tool
design which aims to examine the effect of an intervention (the imple- starting with a sample game during the second week. On the contrary, the
mentation of gamification in this study) on performance (O'Dwyer and control group was exposed to traditional instruction. To exemplify, the
Bernauer, 2013). Creswell (2013) explains that in this design the treat- students played the taboo game to learn and practice vocabulary. In this
ment is applied only in the experimental group(s), and the control group context, the words to be told on the word cards were determined as a first

Quantitative Data
Collection (Vocabulary
Test and Motivation
Questionnaire
& Analysis
Results Interpretation

Quantitative Data
Collection (Vocabulary
Test and Motivation
Questionnaire
& Analysis

Figure 1. Research design of the study.

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K. Sadeghi et al. Heliyon 8 (2022) e11811

step. For this, the words that students are expected to learn every week experimental group, the control group was exposed to traditional in-
are listed. As a second step, the synonyms and antonyms of these words struction to examine and compare their vocabulary development and
were determined. For each word to be explained in the last step, banned motivation.
words were selected among the synonyms and antonyms. At the end of
this whole process, 210 playing cards were prepared. A sample taboo 3.5. Data collection instruments
card is illustrated as follows:
In this study, data were collected both quantitatively and qualita-
tively using pre- and post-vocabulary tests, pre- and post-motivation
questionnaires, and semi-structured interviews. The pre- and post-tests
included 20 vocabulary items that were related to the content covered
in English classes. The test was prepared by the Curriculum and Materials
Development Department of the University which was an official unit
responsible for preparing materials and tests in the preparatory program.
The test was made of sentence completion tasks as it was the most
common exercise the students were exposed to in their classroom prac-
Considering the control group, they were exposed to traditional in- tices. The reason behind this was to make sure that the students were
struction. In other words, the students learned and practiced vocabulary familiar with the vocabulary strategy and that they would focus only on
by completing a worksheet. Finally, a post-semi structured interview was the use of the target vocabulary. As for student motivation, the ques-
conducted at the end of the implementation to support the quantitative tionnaire developed by Lin and Cortina (2014) was adapted. The original
data and find out the effectiveness of vocabulary instruction. The questionnaire comprised 16 items categorized as interest-value (5 items),
following section summarizes the implementation process of the two utility value (6 items), and expectancy for success (5 items). The test and
groups. the questionnaire were administered to the two groups before and after
the instructions: gamified vs. non-gamified (traditional).
Considering the qualitative part of the study, semi-structured in-
3.4. Instruction in the experimental group
terviews were conducted with 6 volunteer students from the experi-
mental group. The interview questions attempted to find out the
This group was exposed to gamified instruction for a total of seven
perceptions of students about the role of vocabulary in learning English,
weeks. In this context, the taboo game designed for 50-minute vocabu-
identify how students considered the role of vocabulary in language
lary teaching was played six times. Before the implementation, teams
education as well as explore whether gamified instruction was moti-
were determined to play the game and a team leader was chosen for each
vating or not during the vocabulary learning and practicing process. It
team. When starting the gameplay, all the rules were shared with the
should be noted that this research was approved for ethics by the Ethics
students as a first step. Considering the rules, the main task for the
Committee of the University and that informed consent forms were ob-
players to do is to explain the word on the card to their teammate in 1
tained from all the participants.
min without using the forbidden words. 1 point is added to the points
section of the student, and the team who completes this task. Leader-
3.6. Data analysis
boards and awards were used for teams to gamify the learning experi-
ence. The leaderboard was included only as a game element where teams
In this study, both quantitative and qualitative data were gathered
were ranked according to their scores. While determining the awards,
and analyzed respectively. To decide on the quantitative tests, the
different options were chosen to motivate the students. The whole team
normality of score distribution was examined using the Kolmogorov-
members were able to benefit from the rewards. For example, at the end
Smirnov test. The results indicated that the data showed a non-normal
of the first three weeks, the leadership team got the right to do the extra
distribution (z ¼ 0.87; p ¼ 0.04), so nonparametric tests were to be
speaking lesson, while the leadership team in the next three-week period
used. The data were collected using a pre- and post-test and a pre- and
got special study tips for the final exam. Finally, the team members who
post-questionnaire analyzed through SPSS (Statistical Package for the
completed the entire game and left the game as winners won a book. The
Social Sciences) version 28. Descriptive statistics and the Mann-Whitney
students had the opportunity to compete both individually and as a team.
U test were reported to investigate if there was a significant difference
During the game, the teacher was responsible for introducing the rules,
between these two groups’ motivation level and vocabulary development
managing the in-game conflicts, and recording the scores. Specifically,
before and after the implementation of gamified game-based and tradi-
the game was played following these steps:
tional vocabulary teaching.
Step 1. Each team was entitled to play the game in turn. To complement the quantitative data, semi-structured interviews
were used before and after the implementation of gamification. The
Step 2. A player from the team tried to explain the words on the cards
gathered data were analyzed using content analysis (Miles and Huber-
to his/her teammates in 1 min.
man, 1994). First, labels were constructed by the research questions via
Step 3. While the team and the students earned points for each word open coding. Then, categories were organized under labels as themes
they knew if they answered incorrectly, the game's turn was passed to related to the aspects of vocabulary learning and gamified vocabulary. To
another team. achieve inter-rater reliability, coding and categorization of the themes
were carried out by two experts in the field of English Language Teaching
Step 4. The status of the teams on the leaderboard was evaluated every
(ELT) and the interrater reliability was found to be .90, which signified a
three weeks and the award winners were determined.
close agreement on the main themes (Creswell, 2012).
Step 5. At the end of the sixth week, the implementation was
completed, and the post-test step started. 3.7. Trustworthiness
On the other hand, the control group, who was responsible to learn
and practice the same words as the experimental group, was exposed to Trustworthiness plays an important role regardless of the type of
non-gamified (traditional) instruction which included handouts/work- research as qualitative and quantitative research. Guba and Lincoln (1994)
sheets including matching activities. The answers were checked by the identified four effective criteria to be addressed in research: credibility,
teacher during the lesson orally. In a nutshell, both groups were exposed transferability, dependability, and confirmability related to internal val-
to the same number of hours. While gamified instruction was used in the idity, external validity, reliability, and objectivity, respectively. First,

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credibility is one of the crucial factors to attain trustworthiness in research.


To ensure credibility, triangulation, and analysis of recent research were Table 2. Dependent samples t-test pf pre- and post-vocabulary scores.
conducted in this study. The qualitative data from the semi-structured in- Group N M S SD t df p
terviews were analyzed to enrich the quantitative data collected from pre- G1 Pre-test 16 63.44 19.03 4.75 -3.13 15 .007
and post-tests and vocabulary learning motivation. The findings of previous Post-test 16 78.44 19.29 4.82
research were also examined to ensure the plausibility of the research. G2 Pre-test 16 56.56 17.19 4.29 -4.85 15 .000
Transferability which is the degree to which the study is applicable in other
Post-test 16 77.50 20.73 5.18
contexts was another criterion addressed in the study (Merriam, 1998). To
ensure transferability, a thick description of the setting and participants was
provided in detail. Dependability is achieved when the study provides 4.2. Qualitative findings
enough details for it to be replicated in a similar context via the same
methods, an aim we hope to have achieved by providing a full account of the As previously stated, semi-structured interviews were carried out
study steps, procedures, and analyses. Lastly, to establish confirmability, with the gamified group to explore their perceptions about learning and
triangulation was used with two types of quantitative and qualitative data practicing vocabulary before and after the implementation. The partici-
collection tools. pants were first asked about the importance of vocabulary in English
learning. The following excerpts express their viewpoints:
4. Findings
[...] If I don't know the necessary words, no matter how easy the
activity is, it becomes impossible to do it. Therefore, vocabulary is
4.1. Quantitative findings
very important while learning a language and it is important for our
education as well. (S1, Interview data)
To examine the equivalence between the experimental and control
groups, first, the Kolmogorov-Smirnov test was conducted to examine [...] When there are too many unknown words in a text, it gets harder
whether the data showed a normal distribution. The results reported that to understand them. That's why vocabulary is important for our
the pre-test scores of the two groups were normally distributed (p > .05). overall education. (S3, Interview data)
As shown in Table 1, an independent t-test was run and the results re-
Additionally, the respondents stated that vocabulary is the key to
ported no statistically significant difference between the pre-test scores
success. They focused on the connection between vocabulary and lan-
of the experimental (M ¼ 63.44, SD ¼ 4.75 and control (M ¼ 56.56, SD ¼
guage skills during the English language learning process as shown
4.29) groups.
below:
Further, according to the Kolmogorov-Smirnov test, the vocabulary
scores of the groups after the implementation were normally distributed [...] Vocabulary is the heart of learning English because without it,
(p > .05). Therefore, a dependent sample t-test was conducted to students cannot understand or use the language. (S2, Interview data)
compare the pre- and post-test vocabulary scores of the two groups.
Although there was an increase in post-test in the experimental group, [...] Learning English becomes faster if you put vocabulary into first
there was no significant difference between the groups (p > .05) (See place. Everything you will learn in a language includes vocabulary.
Table 2). (S6, Interview data)
Finally, to compare the vocabulary gain scores, the normality
For the perceptions of students about gamified vocabulary and
assumption was checked which reported showed normal distribution (p
motivation, the responses were motivating. When the participants were
> .05). For this reason, independent samples t-test was run. As shown in
asked why they felt more motivated, the reasons they provided were
Table 3, the mean increasing point of the experimental group was 15.00
related to the competitive atmosphere, having fun, and being interesting.
(SD ¼ 4.78), and the mean increasing point of the control group was
However, the fear of failure and the difficulty of certain words were
20.93 (SD ¼ 4.31). In other words, the use of gamification did not create
expressed by the less motivated students. These comments were sup-
a statistically significant difference in the gain scores (p > .05).
ported in the following excerpts:
Additionally, the motivation scores of the two groups were compared
before the implementation process. The data of the Kolmogorov-Smirnov [...] I was more motivated because it felt like a competition and
revealed that the pre-test scores of both samples were normally distrib- working in teams made me study vocabulary more. (S1, Interview
uted (p > .05). According to the independent sample t-test results, there data)
was no statistically significant difference between the pre-test scores of
[...] It was different from our usual lessons. It was very interesting,
the experimental (M ¼ 29.43, SD ¼ .56) and control (M ¼ 28.18, SD ¼
competitive, and also fun. (S2, Interview data)
.54) groups (p > .05) (See Table 4).
Furthermore, based on the statistical analyses, it was found that the [...] I sometimes got excited because it was teamwork and it was
motivation scores of the groups after the application were normally going to affect my/our success, too. Some words were difficult, but we
distributed as well (p > .05). The results reported a statistical difference managed it and I felt more interested and motivated (S4, Interview
between the motivation scores before and after the application for both data)
the experimental and control groups (p < .05) (See Table 5).
Finally, the implementation of gamification created a statistically 5. Discussion
significant difference in increasing scores (p < .05). The mean increasing
point of the experimental group was 4.87 (SD ¼ 2.01), and the mean The present study aimed to investigate and compare the effects of
increasing point of the control group was 1.68 (SD ¼ 1.85) (See Table 6). gamified vs non-gamified (traditional) instruction on vocabulary develop-
ment and motivation among English preparatory students. The obtained

Table 1. Independent samples t-test results of the pre-test vocabulary scores.

Group N M S SD t df p Table 3. Inter-group statistics of gain vocabulary scores.


G1 16 63.44 19.03 4.75 1.07 30 0.292 Group N M S SD t df p
G2 16 56.56 17.19 4.29 G1 16 15.00 19.14 4.78 -.92 30 .364
G1: Experimental group; G2: Control Group. G2 16 20.93 17.24 4.31

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and Pattanapichet, 2018). Therefore, for gamification to make a differ-


Table 4. Independent samples t-test of pre-test motivation scores. ence in the motivation and success of the learners there is a need for a
Group N M S SD t df p well-planned instructional design. Besides, gamification is a system in
G1 16 29.43 2.25 .56 .71 30 .479 which the person who performs a task or gives the correct answer is

rewarded (Kwon and Ozpolat, 2021). Therefore, it can be said that
G2 16 28.18 2.18 .54
gamification brings with it a system that rewards only the student who
knows. In other words, the student can learn by trial and error without
being afraid of giving wrong answers (Gris and Bengton, 2021). For this
Table 5. Dependent samples t-test results of motivation. reason, not only the knowledge but also the unknowing student is
Group N M S SD t df p appreciated. Considering this situation, in this study, an instructional
G1 Pre-test 16 35.93 2.48 .62 -6.68 15 .000 design was based on the strengths of gamification and game-based
Post-test 16 40.81 2.48 .62 learning which were brought together in the English classroom. There-
G2 Pre-test 16 37.25 3.13 .78 -3.64 15 .002 fore, it can be said that gamified instruction can be implemented to
Post-test 16 38.93 3.56 .89
promote learning and increase motivation in language classrooms.

results reported no significant difference between the two groups. Although 5.1. Limitations
the post-test scores of the experimental group were higher than the control
group, there was no difference between their gain scores. In other words, In this study, there are some limitations to be addressed in further
gamified instruction did not make any change in the vocabulary gained research. Firstly, the study was conducted only at one proficiency level.
among the participants. Domínguez et al. (2013), Hanus and Fox (2015), Adding different proficiency groups could yield broader and more
Rachels and Rockinson-Szapkiw (2018), and O'Connor and Cardona (2019) comparative findings. Secondly, the sample size in this study was small.
shared similar results showing that gamification does not have a significant The results could vary if the study was conducted with a larger sample.
effect on students' achievement while recent studies by Genç Ersoy and The last limitation could be related to the limited size of the vocabulary.
Boyacı (2021) as well as Waluyo and Bucol (2021) gamified instruction was Extending the number of target words would lead to different results.
found to a positive impact on the vocabulary achievement of language Therefore, this study should be considered suggestive rather than
learners. A possible reason behind this finding might be the differences in definitive.
the previous learning experiences of learners (Cromley and Azevedo, 2007).
As there was an increase in both groups, the effect of gamified vocabulary 5.2. Pedagogical implications and conclusion
instruction cannot be denied. Therefore, it can be concluded that gamified
instruction is perceived as an effective channel for learning. However, it As discussed previously, the number of studies on gamified vocabu-
should also be noted that since there was no significant difference between lary teaching, including particular game elements is scarce. This study
the two groups, the effect of the game mechanics used as points and lead- aimed to fill this gap by providing numeric and verbal data. Therefore,
erboards might not have much positive influence on vocabulary develop- the findings provide pedagogical implications for using gamified vo-
ment. As mentioned by Werbach and Hunter (2012), points are accepted as a cabulary instruction in language classrooms. First, activities such as role-
sign of poor knowledge when it comes to leaderboards. playing, storytelling, and simulation are influential to increase student
Further, no significant difference was found in the interest-value motivation and should be implemented more often in EFL classrooms.
scores between the groups. However, the gamified group was more Instead of using games only as a teaching tool, game elements can be
motivated in terms of utility and expectancy for success compared to the implemented to make the activity more fun and appealing. For example,
control group. In other words, while both groups were interested in badges and game cards can be used to give feedback to students during
learning vocabulary, the experimental group gave more importance to courses. Thus, students can monitor their progress during the learning
learning vocabulary and its usage in the future. They were also more process. The interest and curiosity of the students in the course can also
positive about learning words. These findings were parallel with research be kept alive by using such game elements actively in classroom prac-
conducted by Akpolat and Slany (2014), Landers, 2014, and Hew et al. tices. Lastly, the importance of vocabulary learning should be highlighted
(2016) stating that student motivation was positively influenced in a when games are included with their elements. The games should promote
gamified course compared to the traditional classroom. learning apart from only being fun. Overall, this study highlighted the
Additionally, the interviews showed that the gamified group implementation of gamified instruction to boost motivation and vocab-
perceived vocabulary as an essential part of language learning. While ulary learning in language classrooms. We hope this study contributes to
competition, fun, and teamwork motivated the students, they experi- the current literature on gamification and vocabulary teaching and
enced some difficulty with certain words. The reason behind this might learning, and ultimately helps teachers and students to boost their
be the fact that they chose the words randomly and they might be gaming repertoire.
confused. This finding supports the nature of playing games which in-
volves all these processes namely, competition, teamwork, and fun
Declarations
(Fotaris et al., 2016).
In brief, while various studies have introduced gamification as a key
Author contribution statement
method (Glover, 2013; Lee and Hammer, 2011), others have shown that
gamification does not make a statistical difference in learning or moti-
Karim Sadeghi, PhD; Ece Sa glık; Enisa Mede, PhD; Yavuz Samur, PhD;
vation when compared to traditional methods (Akpolat and Slany, 2014;
Zeynep Comert: Conceived and designed the experiments; Performed the
Bal, 2019; Castillo-Cuesta, 2020; Landers, 2014; Ling, 2018; Wichadee
experiments; Analyzed and interpreted the data; Contributed reagents,
materials,analysis tools or data; Wrote the paper.

Table 6. Inter-group statistics of gain motivation.


Funding statement
Group N Mean (X) S SD t df p
G1 16 4.87 2.91 .72 3.68 30 .001
This research did not receive any specific grant from funding agencies
G2 16 1.68 1.85 .46
in the public, commercial, or not-for-profit sectors.

6
K. Sadeghi et al. Heliyon 8 (2022) e11811

Data availability statement Fotaris, P., Mastoras, T., Leinfellner, R., Rosunally, Y., 2016. Climbing up the leaderboard:
an empirical study of applying gamification techniques to a computer programming
class. Electron. J. e Learn. 14 (2), 94–110.
Data included in article/supp. material/referenced in article. Gagne, M., Deci, E.L., 2005. Self-determination theory and work motivation. J. Organ.
Behav. 26 (4), 331–362.
Declaration of interests statement Genç Ersoy, B., Belet Boyacı, Ş.D., 2021. Devising gamification for vocabulary
development and motivation: an experimental, mixed-model study. Int. Technol.
Educ. J. 5 (1), 32–49.
The authors declare the following conflict of interests: The first author Glover, I., 2013. Play as you learn: gamification as a technique for motivating learners. In:
is member of editorial board of Heliyon Education. Proceedings of World Conference on Educational Multimedia, Hypermedia and
Telecommunications 2013. AACE, pp. 1999–2008.
Goehle, G., 2013. Gamification and web-based homework. Primus 23 (3), 234–246.
Additional information Gris, G., Bengtson, C., 2021. Assessment measures in game-based learning research: a
systematic review. Int. J. Serious Games 8 (1), 3–26.
Guba, E.G., Lincoln, Y.S., 1994. Competing paradigms in qualitative research. N. K.
No additional information is available for this paper. Denzin & Y. S. Lincoln. In: Handbook of Qualitative Research, pp. 105–117.
Thousand Oaks, CA: Sage.
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