A Game-Based Vocabulary App for EFL Learners: Design and Development Study

Authors

  • Tri Wahyuni Floriasti Yogyakarta State University
  • Nindya Hikmah Meliarany Universitas Negeri Yogyakarta

DOI:

https://doi.org/10.32528/ellite.v11i1.4063

Keywords:

mobile assisted language learning, Vocabulary Enrichment

Abstract

A game-based vocabulary application for junior high school students studying English as a foreign language (EFL) was the goal of this project.  Seven stages were used in the study, which used a Research and creation (R&D) technique modified from the Jolly and Bolitho model: needs analysis, design of the syllabus and course grid, product creation, expert validation, revision, and implementation.  Questionnaires, expert reviews, and classroom observations were used to gather data.  The Android app featured interactive games, quizzes, audio-visual resources, and vocabulary lists. It was created with Smart Apps Creator and Canva.  The app received a "very good" rating from experts for media design and content accuracy.  Student responses indicated increased motivation, improved vocabulary retention, and a preference for independent learning. These findings suggest that the developed vocabulary app is an effective supplementary tool to support vocabulary acquisition in EFL contexts.

References

Burston, J. (2015). Twenty years of MALL project implementation: A meta-analysis of learning outcomes. ReCALL, 27(1), 4–20. https://doi.org/10.1017/S0958344014000159

Jolly, D., & Bolitho, R. (2011). A framework for materials writing. In B. Tomlinson (Ed.), Materials development in language teaching (2nd ed., pp. 107–134). Cambridge University Press.

Deci, E. L., La Guardia, J. G., Moller, A. C., Scheiner, M. J., & Ryan, R. M. (2006). On benefits of giving as well as receiving autonomy support: Mutually in close friendships. Personality and Social Pychology Bulletin, 32(3), 313-327. https://doi.org/10.1177/0146167205282148

Deci, E. L., Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01

Derwing, T. M., & Munro, M. J. (2015). Pronunciation fundamentals: Evidence-based perspectives for L2 teaching and research. John Benjamins Publishing.

Dörnyei, Z. (2020). Motivational strategies in the language classroom (2nd ed.). Cambridge University Press.

Field, J. (2005). Intelligibility and the listener: The role of lexical stress. TESOL Quarterly, 39(3), 399–423. https://doi.org/10.2307/3588487

González-Fernández, B., & Schmitt, N. (2019). Word knowledge: Exploring the relationships and order of acquisition of vocabulary knowledge components. Applied Linguistics, 41(4), 481–505. https://doi.org/10.1093/applin/amy057

Grenier, S., Gagné, M., & O’Neill, T. A. (2024). Self-determination theory and its implication for team motivation. Applied Psychology: An International Review, 73(4), 1833-1865. https://doi.org/10.1111/apps.12526

Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: A meta-analysis. Educational Technology Research and Development, 68, 1875–1901. https://doi.org/10.1007/s11423-020-09807-z

Hung, C. M., Yang, J. C., & Hwang, G. J. (2014). A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students. Computers & Education, 76, 1–14. https://doi.org/10.1016/j.compedu.2010.12.002

Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game-based learning research: A review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6–E10. https://doi.org/10.1111/j.1467-8535.2011.01242.x

Hwang, G. J., Sung, H. Y., Hung, C. M., Huang, I., & Tsai, C. C. (2016). A learning style perspective to investigate the necessity of developing adaptive learning systems. Educational Technology & Society, 19(2), 88–100.

Janebi Enayat, M., Asadi Ghadim, N., & Arabmofrad, A. (2025). Effects of two mobile-assisted language learning apps on L2 receptive and productive vocabulary knowledge: A mixed-methods study. System, 130, 103629. https://doi.org/10.1016/j.system.2025.103629

Jolly, D., & Bolitho, R. (1998). A framework for materials writing. In B. Tomlinson (Ed.), Materials development in language teaching (pp. 90–115). Cambridge University Press.

Kim, Y., Park, H., & Baek, Y. (2018). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education, 127, 21–35. https://doi.org/10.1016/j.compedu.2008.12.004

Kukulska-Hulme, A., & Shield, L. (2008). An overview of mobile assisted language learning: From content delivery to supported collaboration and interaction. ReCALL, 20(3), 271–289. https://doi.org/10.1017/S0958344008000335

Mayer, R. E. (2009). Multimedia learning (2nd ed.). Cambridge University Press.

Mayer, R. E. (2020). Multimedia learning (3rd ed). Cambridge University Press.

Mayer, R. E. (2024). The past, present, and future of cognitive theory of multimedia learning. Educational Psychology Review, 36(8), 1-23. https://doi.org/10.1007/s10648-023-09842-1

Lawson, A.P., & Mayer, R. E. (2024). Generative learning activities for online multimedia learning. Frontiers in Psychology Review, 15, 1452385. https://doi.org/10.3389/fpsyg.2024.1452385

Nation, I. S. P. (2013). Learning vocabulary in another language (2nd ed). Cambridge University Press.

Nation, I. S. P. (2006). How large a vocabulary is needed for reading and listening? The Canadian Modern Language Review, 63(1), 59–82. https://doi.org/10.3138/cmlr.63.1.59

Kementerian Pendidikan dan Kebudayaan Republik Indonesia. (2018). Peraturan Menteri Pendidikan dan Kebudayaan Republik Indonesia Nomor 37 Tahun 2018 tentang Perubahan Atas Peraturan Menteri Pendidikan dan Kebudayaan Nomor 24 Tahun 2016 tentang Kompetensi Inti dan Kompetensi Dasar Pelajaran pada Kurikulum 2013 pada Pendidikan Dasar dan Pendidikan Menengah. Kementerian Pendidikan dan Kebudayaan Republik Indonesia.

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

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. https://doi.org/10.1017/S0958344014000226

Reynolds, E. D., & Taylor, B. (2024). Kahoot! in Korean university EFL: Is it effective for vocabulary learning? Computer Assisted Language Learning Electronic Journal, 21(2). https://callej.org/index.php/journal/article/view/298

Richards, J. C. (2002). Curriculum development in language teaching. Cambridge University Press.

Sadeghi, R., & Pihie, Z. A. L. (2015). The effect of digital games on EFL students’ vocabulary retention: A meta-analysis. The Turkish Online Journal of Educational Technology, 14(4), 60–68. https://doi.org/10.60037/edu.v1i17.1178

Schmitt, N. (2000). Vocabulary in language teaching. Cambridge University Press.

Schmitt, N. (2008). Review article: Instructed second language vocabulary learning. Language Teaching Research, 12(3), 329–363. https://doi.org/10.1177/1362168808089921

Viberg, O., & Grönlund, Å. (2013). Cross-cultural analysis of users’ attitudes toward the use of mobile devices in second and foreign language learning in higher education: A case from Sweden and China. Computers & Education, 69, 169–180. https://doi.org/10.1016/j.compedu.2013.07.014

Wang, Y., Wang, Q., Joly, J., Mouratidis, A., & Soenens, B. (2024). A systematic review and meta-analysis of self-determination-theory-based interventions in the education context. Learning and Motivation, 87, 102015. https://doi.org/10.1016/j.lmot.2024.102015

Webb, S. (2020). Incidental vocabulary learning. In P. Nation & S. Webb (Eds.), The Routledge handbook of vocabulary studies (pp. 225–237). Routledge. https://doi.org/10.4324/9780429291586

Webb, S., & Nation, P. (2017). How vocabulary is learned. Oxford University Press.

Wu, W. C. (2018). The use of mobile devices for learning vocabulary by Taiwanese university students. Computer Assisted Language Learning, 31(6), 666–685. https://doi.org/10.4018/978-1-7998-4769-4.ch008

Yang, Y., Chen, J., & Zhuang, X. (2025). Self-determination theory and the influence of social support, self-regulated learning, and flow experience on student learning engagement in self-directed e-learning. Frontiers in Psychology, 16, 1545980. https://doi.org/10.3389/fpsyg.2025.1545980

Downloads

Published

31-05-2026

Section

Journal Submission

Categories