Sep 2026· Buketov Language Review· Vol 1, pp. 23-31· 0 citations· 15 references
TL;DR
The findings of this study contribute to the growing body of research in technology-enhanced language learning by reporting empirical findings on the effectiveness of a specific, albeit under-researched, gamified MALL app.
Abstract
This study investigates the impact of the gamified Mobile-Assisted Language Learning (MALL) application, Mondly, on vocabulary learning and learning preferences of first-year English as a Foreign Language (EFL) university students. The research adopts a one-group pre-test/post-test design with a group of 20 students who underwent a four-week intervention with the application. The primary objective is to assess the effectiveness of the platform in enhancing lexical knowledge and to identify student attitudes towards this gamified approach compared to traditional approaches to vocabulary development. Data is gathered using a Vocabulary Knowledge Scale (VKS) survey, administered pre- and post-intervention, and a post-intervention survey with the purpose of ascertaining the degree of student motivation, enjoyment, and overall preference. The findings of this study contribute to the growing body of research in technology-enhanced language learning by reporting empirical findings on the effectiveness of a specific, albeit under-researched, gamified MALL app. The findings have implications for instructors and course designers who seek to implement digital platforms in foreign language learning to facilitate engagement and improve vocabulary learning outcomes.
Gamification has emerged as an innovative pedagogical strategy in the teaching of English as a foreign language; however, there is limited empirical evidence from direct classroom interventions with primary school students in Latin American contexts. The present study aimed to examine the impact of gamification on Engl...
Cristina Elizabeth Álvarez Valencia, Rodrigo Antonio Guerrero Segura, Josué Reinaldo Bonilla Tenesaca· Revista Multidisciplinar de...· 0 citations
With the increasing demands of English proficiency in non-native speakers, vocabulary teaching has become a crucial element in the ESL process. Conventional methods tend to be based on passive memorisation that can restrain learner involvement and reduce speed of acquiring vocabulary. This paper suggests a gamified des...
Husham Hassan Mohammed, K. Slman· مجلة واسط للعلوم الانسانية· 0 citations
This paper explores the importance of adaptive learning as a scaffolded instruction that is consistent with the Zone of Proximal Development (ZPD) in English Language Teaching (ELT) in a higher education institution in India. The research is based on the socio-constructivist theory and will address the hypothesis that...
P. Ramola, K. Veni, S. J. S. Jeyamalathi et al.· International journal of soc...· 0 citations
Purpose - This research evaluates vocabulary learning under Quizlet-supported Mobile-Assisted Language Learning (MALL) and tests whether recorded practice intensity is associated with vocabulary acquisition, contextual usage, and delayed retention among Indonesian junior high school EFL learners.
Design/methodology/app...
Kurnia Ulfa, M. Syaifuddin, Muhammad Sayuthi· Information Technology Educa...· 0 citations
This study, titled Mobile-Assisted Language Learning (MALL) and Vocabulary Gains among
ND2 Learners at Federal Polytechnic Bali, investigates the role of mobile devices in enhancing
English vocabulary acquisition. The primary aim is to examine how MALL impacts learners’
vocabulary performance, with specific objectives...
Binyamin Ibrahim Dahiru· International Journal of Eng...· 0 citations
ABSTRACT
English as a foreign language (EFL) instruction at the junior high school level often faces challenges related to low student motivation, limited engagement, and difficulties in learning vocabulary through conventional instruction. Gamification offers an alternative by integrating game elements into learning a...
B. Prawira, Widhya Putriana· TEACHING Jurnal Inovasi Kegu...· 0 citations
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