Arab World English Journal (AWEJ) Volume 15. Number 3, September 2024 Pp.321-332

Learning Vocabulary via Video Games: A Case Study of Saudi University Students

Department of English, College of Languages and Translation
Imam Mohammed Ibn Saud Islamic University (IMSIU), Riyadh, Saudi Arabia

Abstract:

The main aim of the study is to examine the impact of video games on vocabulary acquisition among Saudi university students, as well as what types of games are most effective and students’ perceptions of their use. A mixed-methods approach was employed, involving 100 students divided into control and experimental groups. Over twelve weeks, the experimental group used video game-based learning activities, while the control group followed traditional methods. Vocabulary gains were measured using pre-tests and post-tests. Qualitative data from questionnaires and interviews with the participants have supplemented the results. The findings show that the students who used video games reported greater engagement, motivation, and reduced language anxiety, appreciating the contextual learning and immediate feedback provided by video games. These findings support the use of video games as effective tools for vocabulary acquisition, offering an interactive and immersive learning experience. Students’ positive perceptions further highlight the benefits of integrating video games into language learning. Future research should investigate the long-term effects of video game-based learning and its influence on other language skills, as well as explore different game types in various educational settings. This study provides valuable insights for educators and policymakers seeking to enhance language education.

Cite as:

Alshabeb, A.M.  (2024).  Learning Vocabulary via Video Games: A Case Study of Saudi University Students. Arab World English Journal, 15(3): 321-332.

References:

Alenezi, T. (2023). Contextual learning through video games: Student perspectives. Journal of Educational Technology, 45(2), 230-245.

Alharbi, A. (2021). Motivation and engagement in language learning through digital games. Arabian Journal of Educational Research, 33(1), 112-128.

Alotaibi, M. (2020). Reducing language anxiety with game-based learning. International Journal of Language Education, 10(3), 87-102.

Al-Seghayer, K. (2021). Characteristics of Saudi EFL Learners’ Learning Styles. English Language Teaching, 14(7), 82-94.

Corbitt, A. (2023). Collaborative Worldbuilding: Examining Identities, Ideologies, and Literacy Practices in a Youth Role-Playing Community (Doctoral dissertation, Boston College).

Creswell, J. W. (2021). A concise introduction to mixed methods research. SAGE publications.

deHaan, J., Reed, W. M., & Kuwada, K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning & Technology, 14(2), 74-94.

Elyas, T., Alzahrani, M., & Widodo, H. P. (2021). Translanguaging and ‘culigion’features of Saudi English. World Englishes, 40(2), 219-230.

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.Hartt, M., Hosseini, H., & Mostafapour, M. (2020). Game on: Exploring the effectiveness of game-based learning. Planning Practice & Research, 35(5), 589-604.

Hussein, R. (2022). The impact of immediate feedback in digital game-based learning. Educational Technology & Society, 25(1), 67-79.

Johnson, L., & Carter, R. (2021). Video games in the classroom: Enhancing vocabulary retention. Journal of Modern Language Research, 48(4), 411-426.

Karakoç, B., Eryılmaz, K., Turan Özpolat, E., & Yıldırım, İ. (2022). The effect of game-based learning on student achievement: A meta-analysis study. Technology, Knowledge and Learning, 27(1), 207-222.

Krashen, S. D. (1985). The input hypothesis: Issues and implications. Longman.

Martinez, L., Gimenes, M., & Lambert, E. (2022). Entertainment video games for academic learning: A systematic review. Journal of Educational Computing Research, 60(5), 1083-1109.

Mayer, R. E. (2001). Multimedia learning. Cambridge University Press.

Mayer, R. E. (2024). The past, present, and future of the cognitive theory of multimedia learning. Educational Psychology Review, 36(1), 8.

Miller, M., & Hegelheimer, V. (2006). The use of CALL in vocabulary acquisition: A review. CALICO Journal, 23(2), 327-356.

Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge University Press.

Peterson, M. (2016). The use of massively multiplayer online role-playing games in CALL: An analysis of research. Computer Assisted Language Learning, 29(7), 1181-1194.

Prensky, M. (2001). Digital game-based learning. McGraw-Hill.

Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in digital game-based learning. ReCALL, 27(1), 38-57.

Reinhardt, J., & Sykes, J. M. (2012). Digital game-based L2 learning and teaching: Strategies and perspectives. CALICO Journal, 29(3), 440-460.

Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., … & Rodriguez, P. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94.

Smith, T., & Jones, K. (2022). The role of digital games in vocabulary acquisition: A systematic review. Journal of Digital Learning in Teacher Education, 38(1), 34-49.

Sykes, J. M., & Reinhardt, J. (2012). Language at play: Digital games in second and foreign language teaching and learning. Pearson.

Thompson, R. (2024). Integrating video games into language curricula: Best practices. Educational Research and Reviews, 19(3), 92-108.

Torres-Rodríguez, F. A., & Martínez-Granada, L. (2022). Speaking in Worlds of Adventure: Tabletop Roleplaying Games within the EFL Classroom. HOW, 29(1), 105-128.

Vanderplank, R. (2010). Déjà vu? A decade of research on language laboratories, television, and video in language learning. Language Teaching, 43(1), 1-37.

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

Warschauer, M., & Healey, D. (1998). Computers and language learning: An overview. Language Teaching, 31(2), 57-71.

Whitton, N. (2010). Learning with digital games: A practical guide to engaging students in higher education. Routledge.

Yee, N. (2006). The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage. In R. Schroeder & A. S. Axelsson (Eds.), Avatars at work and play: Collaboration and interaction in shared virtual environments (pp. 187-207). Springer.

Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., … & Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82(1), 61-89.

Zheng, D., Young, M. F., Wagner, M. M., & Brewer, R. A. (2009). Negotiation for action: English language learning in game-based virtual worlds. The Modern Language Journal, 93(4), 489-511.

Facebook
Twitter
LinkedIn
Tumblr
Reddit
Email
StumbleUpon
Digg

Dr. Abdulrahman Alshabeb serves as an assistant professor at Imam Mohammed Ibn Saud Islamic University (IMSIU) in Riyadh, Saudi Arabia. His primary research focus lies in applied linguistics, vocabulary learning, mobile learning, game-based learning, learning via technology. Dr. Alshabeb has worked as a consultant for Ministry of Education, (ETEC) Education and Training Evaluation Commission, and several governmental and private sectors.
ORCID: https://orcid.org/0000-0002-8447-2595