THE EFFECT OF DIGITAL GAME-BASED LEARNING USING QUIZLET ON EFL STUDENTS’ PERFORMANCE AND MOTIVATION

Authors

  • Jing Li Zhejiang Business College
  • Thanawan Phongsatha 2Graduate School of Business and Advanced Technology Management, Assumption University of Thailand, Bangkok 10240 Thailand

Keywords:

Digital game-based learning, Quizlet, EFL Learning, Learning performance, Learning motivation

Abstract

This study examines the effectiveness of the digital game-based learning (DGBL) tool Quizlet in improving EFL students’ learning performance, investigate its impact on learning motivation, and determines how students’ motivation influences their learning outcomes while using Quizlet games. A quasi-experimental design was conducted in a Chinese higher vocational college with a sample of 67 from a population of 3,500. Throughout the 12-week experiment, the treatment group (n = 34) engaged with games on Quizlet, while the control group (n = 33) was taught using conventional methods. Quantitative data were gathered via a performance test and a 5-point Likert questionnaire measuring learning motivation. Following the use of Quizlet, the results of the independent samples t-test of the learning performance revealed significant differences in students’ total scores and other skills measured (p < .05), except for listening (p = .226), following the use of Quizlet. The treatment group also reported increased learning motivation towards the use of Quizlet. Furthermore, this study proved the positive impact of learning motivation on learning performance within this DGBL context, indicated bya relatively high R² value of .504. These findings highlight the effectiveness and importance of DGBL in EFL learning. Future research should increase sample diversity to assess generalizability, employ a mixed approach incorporating qualitative analyses and expand beyond the focus of the ARCS Model by integrating theories like Self-Determination Theory (SDT).

References

Eltahir, M. E., Alsalhi, N. R., Al-Qatawneh, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of Game-Based Learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education. Education and information Technologies, 26, 3251-3278.

Guo, Y. R., Goh, D. H. L., Luyt, B., Sin, S. C. J., & Ang, R. P. (2015). The effectiveness and acceptance of an affective information literacy tutorial. Computers & Education, 87, 368-384.

Hao, K. C., & Lee, L. C. (2021). The development and evaluation of an educational game integrating augmented reality, ARCS model, and types of games for English experiment learning: An analysis of learning. Interactive Learning Environments, 29(7), 1101-1114.

Huang, W. H. D., Hood, D. W., & Yoo, S. J. (2014). Motivational support in Web 2.0 learning environments: a regression analysis based on the integrative theory of motivation, volition and performance. Innovations in Education and Teaching International, 51(6), 631-641.

Huang, W., Huang, W., Diefes‐Dux, H., & Imbrie, P. K. (2006). A preliminary validation of attention, relevance, confidence and satisfaction model‐based instructional material motivational survey in a computer‐based tutorial setting. British Journal of Educational Technology, 37(2), 243-259.

Hung, H. T., Yang, J. C., Hwang, G. J., Chu, H. C., & Wang, C. C. (2018). A scoping review of research on digital game-based language learning. Computers & Education, 126, 89-104.

Hwang, G. J., Hsu, T. C., Lai, C. L., & Hsueh, C. J. (2017). Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns. Computers & Education, 106, 26-42.

Kazu, İ. Y., & Kuvvetli, M. (2023). A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition. Education and Information Technologies, 28(10), 13541-13567.

Keller, J. M. (1987). Strategies for stimulating the motivation to learn. Performance and Instruction, 26(8), 1-7.

Keller, J. M. (2010). Tools to support motivational design. In: J. M. Keller (Ed.), Motivational design for learning and performance: The ARCS model approach (pp. 267-295). Springer.

Li, P., & Pan, G. (2009). The relationship between motivation and achievement--A survey of the study motivation of English majors in Qingdao Agricultural University. English Language Teaching, 2(1), 123-128.

Li, R. (2021). Does game-based vocabulary learning APP influence Chinese EFL learners’ vocabulary achievement, motivation, and self-confidence? Sage Open, 11(1), 1-12.

Lin, C. H., Huang, S. H., Shih, J. L., Covaci, A., & Ghinea, G. (2017). Game-based learning effectiveness and motivation study between competitive and cooperative modes. In Kinshuk, D. G. Sampson, R. Vasiu, M. Chang, N.-S. Chen, and R. Hunag (Eds.), the Proceeding of 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT) (pp. 123-127). IEEE.

Pivec, M. (2007). Play and learn: potentials of game‐based learning. British Journal of Educational Technology, 38(3), 387-393.

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

Prensky, M. (2001b). Digital natives, digital immigrants part 2: Do they really think differently? On the Horizon, 9(6), 1-6.

Prensky, M. (2005). Computer games and learning: Digital game-based learning. Handbook of Computer Game Studies, 18(2005), 97-122.

Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67.

Schunk, D. H., Meece, J. L., & Pintrich, P. R. (2014). Motivation in education: Theory, research and applications (4th ed.). Pearson.

Tsai, Y. L., & Tsai, C. C. (2018). Digital game-based second-language vocabulary learning and conditions of research designs: A meta-analysis study. Computers & Education, 125, 345-357.

Vandergrift, L., & Baker, S. (2015). Learner variables in second language listening comprehension: An exploratory path analysis. Language learning, 65(2), 390-416.

Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2020). A scoping review of digital game-based technology on English language learning. Educational Technology Research and Development, 68(3), 877-904.

Downloads

Published

2025-06-30

Issue

Section

Research Articles