INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN APPLIED SCIENCE (IJRIAS)
ISSN No. 2454-6194 | DOI: 10.51584/IJRIAS |Volume X Issue IX September 2025
www.rsisinternational.org
Page 427
Enhancing English Vocabulary Skills for Grade 9 Students Using
Deal or 
Nyka G. Galvan., Hermiñia Q. Alburo., Genelyn R. Baluyos
College of Education, Misamis University


ABSTRACT
Vocabulary is essential for students to comprehend literature and achieve academic success. However, many
learners struggle to acquire and remember new words. To help overcome this, teachers have turned to interactive
methods such as game-based learning. This research explores using the Deal or No Deal game to improve the
English vocabulary of Grade 9 students, particularly in literature lessons that evaluate the validity of reasoning
and recognize fallacies. Conducted in the 20242025 school year, the study occurred in a public secondary
school in Ozamiz City with a purposively chosen sample of 40 Grade 9 English students. Adopting a classroom-
based action research approach, the study utilized pre-tests, post-tests, and vocabulary activities connected to
literary themes such as the author's reasoning, types of fallacies, and effective presentation. The data were
examined through descriptive statistics such as mean, frequency, and percentage, while a t-test was applied to
assess the significance of students' vocabulary improvement. Findings revealed that many students had difficulty
understanding vocabulary in literature lessons before the intervention, which hindered their performance.
Students markedly improved their vocabulary scores after introducing the Deal or No Deal game.
Keywords: vocabulary improvement, grade 9 students, English vocabulary, game-based learning, Ozamiz City
INTRODUCTION
Acquiring a strong English vocabulary is essential for Grade 9 students as it directly impacts their academic
success and communication skills. Vocabulary is the foundation for developing listening, speaking, reading, and
writing skills. Gamification has been introduced as an innovative approach to overcome vocabulary difficulties
by offering interactive and engaging learning experiences (Panmei & Waluyo, 2023). Research further highlights
the critical role of vocabulary in language mastery and its broader impact on academic achievement and future
career opportunities.
Traditional vocabulary instruction often fails to meet students' needs due to its reliance on repetitive
memorization methods. This approach can lead to disengagement and low retention rates. Such approaches are
inadequate for accommodating a range of learning preferences highlighting the need for creative solutions like
gamified learning, which incorporates interactive and motivating components. Gamification tools like Quizizz,
Kahoot, and classroom-based activities have shown promise in addressing the limitations of traditional teaching.
For example, studies by (Hwang et al. 2017) and (Almusharraf, 2023) demonstrate that gamified methods
improve learner motivation, foster collaboration, and significantly enhance vocabulary retention.
While gamified tools have been widely researched, classroom-specific games like "Deal or No Deal" remain
underexplored. Research suggests that incorporating such games into traditional learning environments may
bridge the gap between engagement and practical vocabulary application, especially for Grade 9 students who
benefit from context-rich, interactive experiences (Chen et al., 2019). These games provide immediate feedback,
promote risk-taking in language use, and create a low-pressure environment for learning. The structured format
of Deal or No Deal also encourages strategic thinking and reinforces vocabulary through repetition and
application. As students interact with game elements, they become more motivated to participate and retain new
words in meaningful ways.
Educational research has widely supported gamification as an effective tool for vocabulary acquisition.
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN APPLIED SCIENCE (IJRIAS)
ISSN No. 2454-6194 | DOI: 10.51584/IJRIAS |Volume X Issue IX September 2025
www.rsisinternational.org
Page 428
Gamification tools like Kahoot have effectively increased student engagement and enhanced classroom
knowledge retention (Almusharraf, 2023). Additionally, gamified learning has been found to foster learner
autonomy and reduce anxiety in vocabulary instruction. Furthermore, gamification introduces instant feedback
mechanisms, which play a critical role in reinforcing learning. In platforms like Kahoot, learners immediately
see whether their answers are correct, allowing them to adjust and reflect on their understanding in real time.
This feedback loop promotes better retention and helps students track their own learning. It also gives teachers
real-time insights into student performance, enabling more targeted interventions and differentiated instruction.
Despite the extensive focus on digital gamification, limited research explores non-digital, classroom-specific
games like "Deal or No Deal." This gap presents an opportunity to examine how such games might foster
vocabulary development and engagement in traditional settings. This study explores the effectiveness of the
"Deal or No Deal" game in improving vocabulary acquisition among Grade 9 students. By examining its impact
on motivation, retention, and engagement, the research seeks to contribute practical insights into gamification's
role in EFL education.
However, the success of game-based instruction depends on several critical factors. Teachers must ensure that
the games used are aligned with curriculum goals and are appropriate for students’ proficiency levels. In addition,
teachers need adequate training and support to integrate game-based strategies into their instruction effectively.
Ongoing professional development is essential to help educators design inclusive activities and offer
differentiated support to diverse learners (Vnucko & Klimova, 2023).
This action research is valuable for English teachers as it can be a foundation for creating innovative and
engaging strategies, methods, and approaches in vocabulary instruction. The Deal or No Deal game provides an
alternative to traditional teaching by integrating interactive, game-based elements that foster student motivation
and participation. The study further assists educators in developing learner-centered lessons that address diverse
learning styles while promoting active vocabulary acquisition. Additionally, it supports the Department of
Education's objectives of enhancing literacy and language proficiency among learners. The study is equally
significant for students, as it seeks to strengthen their English vocabulary skills through an enjoyable, interactive,
and meaningful learning experience, ultimately leading to improved comprehension and communication
abilities.
Proposed Strategy
The strategy implemented in this study uses the Deal or No Deal game to enhance vocabulary development
among Grade 9 students. This strategy transforms vocabulary learning into an engaging, interactive experience
by incorporating decision-making and competition. Students answer vocabulary-based questions to accumulate
points or rewards, simulating the suspense and excitement of the original game.
By integrating interactive games, educators can establish a more active and engaging learning environment that
enhances student motivation and vocabulary retention, offering an alternative to traditional methods (Halim et
al., 2020). The strategy focuses on building vocabulary retention and engagement specifically for Grade 9
students. While it offers significant benefits, such as fostering critical thinking and collaboration, its
effectiveness depends on several factors, including teacher facilitation, classroom size, and student readiness.
Gamification as a teaching method has shown promise in promoting long-term retention and active participation
(Aljohani, 2019; Jado & Manasrah, 2022). However, its scope is limited to vocabulary acquisition and does not
directly address grammar or other linguistic skills. Additionally, preparing materials, such as tailored question
sets and game-related props, might require significant effort, which poses a logistical challenge for some
educators.
Integrating the Deal or No Deal game into vocabulary instruction offers a dynamic approach that enhances
student engagement and motivation. This game-based strategy transforms traditional learning into an interactive
experience, encouraging students to actively participate and make strategic decisions. Gamified instruction can
significantly improve vocabulary acquisition by fostering a more enjoyable and immersive learning environment
(Ismail et al., 2025). Digital and interactive games have also been shown to increase students' interest and lead
to better retention of new vocabulary among secondary learners (Razali et al., 2025).
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN APPLIED SCIENCE (IJRIAS)
ISSN No. 2454-6194 | DOI: 10.51584/IJRIAS |Volume X Issue IX September 2025
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The Deal or No Deal game strategy not only supports vocabulary learning but also promotes critical thinking
and decision-making, as students are required to weigh risks and rewards in their choices. Game-based activities
encourage the development of higher-order thinking skills alongside vocabulary acquisition (Hidayah et al.,
2023). Furthermore, learners who participate in vocabulary games exhibit greater focus and a deeper grasp of
word usage in context than those taught through conventional approaches (Fauzan Ismail et al., 2025).
Implementing the Deal or No Deal strategy requires thoughtful planning to ensure alignment with curriculum
goals and student proficiency levels. Effective gamification should be directly connected to learning objectives
to maintain instructional value and coherence (Buljan, 2025). In addition, successful outcomes in ESL
vocabulary instruction depend on well-designed game mechanics and active teacher facilitation (McClanahan,
2025).
Action Research Questions
This action research aimed to enhance students’ vocabulary in the English language in one of the public schools
in Ozamiz City. Specifically, this study seeks to answer the following questions:
1. What is the level of students' vocabulary in the English language before implementing the 'Deal or No Deal'
game strategy?
2. What is the students' English vocabulary level after implementing the 'Deal or No Deal' game strategy?
3. Is there a significant difference in students' vocabulary in the English language before and after implementing
the 'Deal or No Deal' game strategy?
Action Research Method
Research Design
This action research used a single-group pre-test and post-test design to evaluate the effectiveness of the Deal or
No Deal game in enhancing the vocabulary skills of Grade 9 students. A pre-test measured their initial
vocabulary proficiency, followed by the game-based intervention, and then a post-test was administered to assess
improvements. This design allows for observing changes within the same group, making it practical for
classroom use. To strengthen the study, a reliable assessment and student feedback will be utilized (Creswell &
Creswell, 2023).
Site
This research occurred at a public institution in Ozamiz City, specifically Ozamiz City National High School.
This institution, located in Misamis Occidental, serves Grades 7 to 12 and is known for its inclusive,
heterogeneous classrooms, where students of varying academic abilities and backgrounds learn together. It offers
a K to 12 curriculum under the Division of Ozamiz City, providing quality education to students. It offers
subjects prescribed by the Department of Education, and one of these is English.
Participants
There are 40 grade 9 students participating in this study. They will be selected using purposive sampling. The
researcher will use purposive sampling to identify and select students with specific inclusion criteria. These
criteria include active enrollment in Grade 9 English classes, participation as indicated through signed consent
forms, and accessibility to the required resources for the intervention.
Instrument
The following instruments will be used in the study:
a. Unlock Your English Vocabulary. The study utilized a 40-item researcher-developed test to measure
students' English vocabulary, focusing on topics such as the soundness of the author's reasoning, types of
fallacies, and presentation effectiveness for Grade 9 English during the fourth grading period. This test was
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN APPLIED SCIENCE (IJRIAS)
ISSN No. 2454-6194 | DOI: 10.51584/IJRIAS |Volume X Issue IX September 2025
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Page 430
administered as both the pre-test and post-test. To ensure its validity, five English department experts reviewed
the test items. A pilot test was conducted with participants who were not part of the main study. The instrument
was required to achieve a Cronbach's alpha between 0.7 and 1.0 to confirm reliability. The following scale will
be used to determine the students' vocabulary.
Score
Level of Comprehension Skills
Remarks
37-40
90-100
Outstanding
34-36
85-89
Very Satisfactory
31-33
80-84
Satisfactory
28-30
75-79
Fairly Satisfactory
Below 28
Below 75
Did Not Meet Expectation
b. Lesson Plan. The researcher developed a lesson plan covering Grade 9 English topics from the fourth grading
period, incorporating the Deal or No Deal game strategy to enhance vocabulary. Prior to implementation, the
lesson plan was reviewed by the cooperating teacher and revised by the researcher. The lessons were conducted
with Grade 9 students at a secondary school in Misamis Occidental during the 20242025 school year.
Data Gathering Methods
A. Pre-Implementation Phase. The researcher first sought permission from the dean of the College of
Education, the Schools Division Superintendent, the school principal, the participating teacher, and the students’
parents to conduct the study. After receiving approval, consent forms were distributed to the parents, and assent
forms were collected from the students. Once all necessary permissions and forms were secured, a pre-test was
administered to determine the students’ baseline knowledge of the targeted English vocabulary and concepts.
During this phase, the researcher also prepared lesson plans and instructional materials integrating game-based
learning strategies, assessments, and activities aligned with the teacher's lesson plans and PowerPoint
presentations.
B. Implementation Phase. The researcher presented and discussed the lessons in class using the Deal or No
Deal game strategy. Students were given detailed instructions on how to play the game and complete the
associated assessments. After a month of implementing the intervention, an evaluation was conducted to measure
the improvement in students’ vocabulary skills. To ensure the credibility of the data, observations and interviews
were also carried out alongside the assessments. Data were recorded through video recordings of lessons,
photographs, screenshots, and field notes. Additionally, semi-structured interviews were conducted to gather
specific information about students’ and teachers’ perceptions and experiences with game-based learning.
C. Post-Implementation Phase. The post-implementation stage involves compiling and analyzing the collected
data, interpreting the results, and reporting the findings to conclude. The research study will also include
providing recommendations, proofreading, editing, and finalizing the report. Additionally, this stage
encompasses properly disseminating the research findings to the relevant audience.
Ethical Consideration
This study strictly followed ethical guidelines to ensure the voluntariness and privacy of all participants. The
researcher adhered to the school's ethical protocols and obtained formal approval from the principal before data
collection. The ethics board also reviewed and approved the study to ensure compliance with established research
ethics standards.
Before participation, the researcher explained the study's objectives and allowed respondents sufficient time to
decide whether to participate. Participants were informed of their right to withdraw at any point without penalty
and were assured that their involvement was entirely voluntary. The researcher addressed any questions or
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN APPLIED SCIENCE (IJRIAS)
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concerns to clarify the nature and purpose of the study. Moreover, the research complied with Republic Act No.
10173, the Data Privacy Act of 2012, to safeguard participants' personal data. All collected information was kept
confidential and used solely for research purposes, ensuring the ethical treatment of all respondents.
Data Analysis
The researcher used MiniTab software, and employed the following statistical tools:
Frequency and Percentage. These were used to identify the level of performance of students before and after the
use of the lottery-based name selection.
Mean and Standard Deviation. These will assess students' performance before and after implementing the Deal
or No Deal game strategy.
Paired T-test. It will be used to examine whether there is a significant difference in students' performance before
and after using the Deal or No Deal game to improve the vocabulary skills of Grade 9 English students.
RESULTS AND DISCUSSION
Level of Students' Vocabulary in the English Language Before Implementing the 'Deal or No Deal' Game
Strategy
Table 1 presents the overall results show that the students (n = 40) did not meet expectations in vocabulary
comprehension, with a mean score of 15.15 (SD = 3.42). This score falls within the 123 range, which is
categorized as "Did Not Meet Expectation" according to the established scale. All students (100%) were
classified in this category, with none achieving "Fairly Satisfactory" or higher levels of vocabulary performance.
The entire group (n = 40, 100%) thus represents the highest count within the "Did Not Meet Expectation"
category. These results indicate a substantial vocabulary acquisition gap among the students before the
intervention.
The data suggest students struggled with English vocabulary comprehension before implementing the game-
based strategy. The lack of variation in performance highlights potential shortcomings in traditional teaching
methods, which may not have effectively addressed the diverse learning needs of students. Teachers should
carefully select and adapt games to align with learning objectives in the classroom, providing guidance and
support to ensure engagement and learning. Teachers act as facilitators, offering feedback, encouraging
collaboration, and guiding students through the activities. According to (Vnucko and Klimova 2023),
thoughtfully integrating digital games into the curriculum enhances both vocabulary retention and student
motivation, as the games offer instant feedback and rewards, serving as key tools for positive reinforcement.
For teachers, this highlights that students may struggle to develop a deep understanding or retain vocabulary
long-term without adapting instruction to accommodate different learning styles. As (Ibrahim et al., 2022) noted,
vocabulary acquisition can be enhanced through game-based learning techniques, such as word-search puzzles
or digital flashcards, making learning more engaging and interactive. Additionally, games encourage students to
learn from their mistakes by providing immediate feedback, allowing them to adjust their understanding and
gradually improve their vocabulary.
For students, game-based learning offers opportunities to actively engage with material in ways that traditional
methods often do not. Elements like challenge, competition, and rewards motivate students to participate more
fully in their learning found that students using game-based apps for vocabulary learning experienced increased
achievement, motivation, and self-confidence (Li,2021). Students can internalize new vocabulary more
effectively by interacting with words in varied contexts, making learning enjoyable rather than a chore.
Traditional methods often fail to engage students or meet their diverse learning needs, resulting in weak
vocabulary comprehension. Integrating game-based strategies, however, enables teachers to create a more
dynamic, motivating environment where students are empowered to practice and master vocabulary in context.
Game-based learning enhances engagement and provides opportunities for differentiated instruction, allowing
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN APPLIED SCIENCE (IJRIAS)
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teachers to cater to their students' varying needs and learning styles. This shift in instructional strategies can
bridge the gap and promote more effective vocabulary acquisition.
The findings highlight an urgent need for intervention from school administrators, English coordinators, and
teachers. Since not all students met expectations in the pre-assessment, engaging and student-centered
strategiessuch as educational games, interactive vocabulary drills, and contextualized reading activitiesare
strongly recommended to be consistently integrated into English instruction.
In particular, interactive and game-based learning tools like Deal or No Deal offer promising motivational
benefits, helping students retain and apply vocabulary through active participation (Prastyawan & Yusuf, 2023).
To monitor learning outcomes and inform instructional decisions, administering vocabulary pre-tests and post-
tests is essential. These assessments help educators tailor instruction to individual needs and track progress over
time (Mekheimer, 2022).
Additionally, collaborative efforts among teachers to design creative vocabulary enrichment activities can help
bridge existing learning gaps. Strategies such as dictogloss, where learners reconstruct short texts in groups, have
been shown to enhance vocabulary use and collaborative communication skills (Puspitasari, 2021). Equipping
teachers with these skills enhances instructional quality and fosters a classroom environment where all learners
can succeed.
Table 1. Level of Students' Vocabulary in the English Language Before Implementing the 'Deal or No Deal'
Game Strategy
Comprehension
Percentage
M
SD
Did Not Meet Expectation (DNME)
100
15.150
3.416
Overall
100
15.150
3.416
Note: Scale: 34-40 (Outstanding); 31-33 (Very Satisfactory); 28-30 (Satisfactory); 24-27 (Fairly Satisfactory);
1-23 (Did Not Meet Expectation)
Level of Students' Vocabulary in English Language After Implementing the 'Deal or No Deal' Game
Strategy
Table 2 presents the overall results indicate a marked improvement in performance, with all students (n = 40)
now meeting or exceeding expectations. The class’s mean score of 34.375 (SD = 2.467) falls within the
"Outstanding" range (3440), showing that the majority of students benefited significantly from the vocabulary
game strategy. The largest group of students (n = 30, 82.14%) reached the "Outstanding" level, with a mean
score of 35.600 (SD = 1.102). This considerable increase from the earlier "Did Not Meet Expectation" level
demonstrates the effectiveness of the game-based strategy in enhancing students’ vocabulary mastery.
A smaller group of students (n = 4, 10.71%) attained a "Very Satisfactory" level, scoring within the range of 31
33 (M = 32.250, SD = 0.957). Meanwhile, the remaining few (n = 6, 7.14%) fell under the "Satisfactory"
category, with scores between 28 and 30 (M = 29.667, SD = 0.816). Although these students did not reach the
"Outstanding" level, they still demonstrated clear improvement, as no participant remained in the "Did Not Meet
Expectation" category.
The results indicate that using the "Deal or No Deal" game strategy enhanced students' understanding of
vocabulary. Game-based learning (GBL) approaches boost learners' motivation and participation, supporting
stronger vocabulary retention (Morales, Castillo, & Cuarte, 2024). Integrating familiar gameplay mechanics with
educational content makes students more likely to participate actively and apply learned vocabulary in context
(Jia et al., 2024).
While most students benefit from GBL approaches, some may require additional support to achieve proficiency.
Teachers should continuously assess student progress and provide targeted interventions as needed. The impact
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN APPLIED SCIENCE (IJRIAS)
ISSN No. 2454-6194 | DOI: 10.51584/IJRIAS |Volume X Issue IX September 2025
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of GBL is primarily determined by the quality of game design and its suitability for students' skill levels. Utilizing
intuitive games incorporating multiple learning features can effectively support learners' varied goals and
requirements (Vnucko & Klimova, 2023). When thoughtfully implemented, game-based vocabulary instruction
can effectively transform traditional learning and address varying student needs.
Given the positive outcomes observed, school administrators, English department heads, and classroom teachers
are encouraged to adopt game-based learning strategies like Deal or No Deal as part of their regular instructional
approach for vocabulary development. Game-based learning has consistently increased learner engagement,
motivation, and vocabulary retention, especially when it incorporates principles such as the ARCS model (Wu,
2018). To further support students who reached only the "Satisfactory" or "Very Satisfactory" levels, teachers
should consider implementing follow-up activities such as peer tutoring, vocabulary journals, word maps, and
small group remediation. These strategies provide repeated exposure and help learners process words in deeper,
more meaningful contexts. Consistent formative assessments are essential as they help educators observe
students’ progress and adapt their teaching to meet individual learning needs. In addition, self-regulated learning
strategies can be embedded into game-based instruction to help lower-proficiency students become more
independent and strategic in vocabulary learning (Yang & Lee, 2024).
To ensure sustainability and effectiveness, schools should offer professional development programs focusing on
gamification and active learning techniques. Empowering teachers through training is vital for the successful
integration of such strategies and for maintaining high levels of student engagement and achievement (Panmei
& Waluyo, 2023). Overall, this evidence-informed change in teaching practices promotes an engaging and
inclusive classroom setting that supports the success of all learners.
Table 2. Level of Students' Vocabulary in English Language After Implementing the 'Deal or No Deal' Game
Strategy
Comprehension
Frequency
Percentage
M
SD
Outstanding (O)
30
82.14
35.600
1.102
Very Satisfactory (VS)
4
10.71
32.250
0.957
Satisfactory (S)
6
7.14
29.667
0.816
Overall
40
100
34.375
2.467
Note: Scale: 34-40 (Outstanding); 31-33 (Very Satisfactory); 28-30 (Satisfactory); 24-27 (Fairly Satisfactory);
1-23 (Did Not Meet Expectation).
Difference in Students' Vocabulary in English Language Before and After Implementing the 'Deal or No
Deal' Game Strategy
Table 3 presents the statistical comparison of students' vocabulary performance before and after applying the
Deal or No Deal game strategy. It includes the mean scores, standard deviations, and t-test results to evaluate
whether the strategy significantly improved vocabulary comprehension. Findings reveal a marked difference in
students' vocabulary performance following the intervention. After using the Deal or No Deal game strategy (M
= 34.375, SD = 2.467), students achieved significantly higher scores compared to their performance beforehand
(M = 15.150, SD = 3.416), with a highly significant t-value and p-value (t = -25.88, p = 0.000). Because the p-
value is below 0.01, the result is considered highly significant, thereby rejecting the null hypothesis (Ho), which
predicted no significant difference.
This significant finding suggests that the Deal or No Deal game strategy had a substantial and measurable impact
on students' vocabulary comprehension. The sharp contrast in mean scores, combined with the statistical
evidence, shows that the intervention was effective and transformative for learners who previously did not meet
expectations. Game-based learning approaches have been widely recognized for boosting student engagement
and vocabulary retention, particularly when integrated into interactive classroom environments (Li, 2021).
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN APPLIED SCIENCE (IJRIAS)
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The active participation required in the game likely encouraged learners to pay closer attention to word meanings
and contexts, reinforcing their understanding through repetition and competition (Gavharoy, 2023). Moreover,
teachers play a crucial role in implementing these strategies, as those who embrace innovative approaches can
foster more inclusive and adaptive learning environments (Al-Sofi, 2024). These findings align with research
asserting that game-based interventions improve cognitive outcomes and support motivation and learner
autonomy (Ibrahim, Sheng, & Yan, 2024).
In addition, a systematic review highlighted that both digital and classroom-based games offer engaging and
context-rich learning experiences, which enhance the meaningfulness and retention of vocabulary acquisition
(Vnucko & Klimova, 2023). There are no variables in the table with a p-value greater than 0.05, so there are no
non-significant findings to report or interpret in this analysis. The comparative results consistently show
statistically significant gains, confirming the effectiveness of the game-based method in enhancing vocabulary
instruction.
Table 3. Difference in Students' Vocabulary in English Language Before and After Implementing the 'Deal or
No Deal' Game Strategy
Variables
M
SD
t-value
p-value
Decision
Before Deal or No Deal Game
15.150
3.416
-25.88
0.000
Reject Ho
After Deal or No Deal Game
34.375
2.467
Ho: There is no significant difference in students’ vocabulary in English Discussions Before and After the
Implementation of the Lottery-based Name Selection
Note: Probability Value Scale: **p<0.01 (Highly Significant); *p<0.05 (Significant); *p>0.05 (Significant);
p>0.05 (Not Significant)
SUMMARY, FINDINGS, CONCLUSIONS, AND RECOMMENDATIONS
Summary
This study addressed the need to improve students' English vocabulary, particularly in the context of literature-
based lessons that require the evaluation of the soundness of reasoning and identifying fallacies. Many Grade 9
students struggle to understand literary texts due to limited vocabulary, which affects their comprehension and
academic performance. The main objective of this study was to examine the effectiveness of the Deal or No Deal
game in enhancing the vocabulary skills of Grade 9 students. While previous research highlights the value of
educational games in boosting motivation, retention, and engagement, there remains limited exploration of
classroom-based games like Deal or No Deal in vocabulary instruction, particularly within literature-focused
lessons.
This study was conducted during the 20242025 school year with 40 Grade 9 students from a public secondary
school in Ozamiz City. The participants were purposively chosen based on their enrollment in English classes
and willingness to participate. To assess vocabulary improvement following the game-based strategy, pre-tests
and post-tests were administered, focusing on terms related to evaluating the soundness of an author's reasoning,
identifying types of fallacies, and assessing presentation effectiveness.
Findings
The following were the study’s key findings:
1. Students had low English vocabulary comprehension before using the Deal or No Deal game strategy, with
100% classified under the "Did Not Meet Expectation" category, demonstrating the need for an intervention.
2. After the intervention, students’ performance improved significantly, with most achieving scores in the
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“Outstanding” range, emphasizing the effectiveness of the Deal or No Deal game strategy in enhancing
vocabulary comprehension.
3. Statistical analysis revealed a highly significant difference in vocabulary performance before and after
applying the Deal or No Deal game, confirming that the improvement was not due to chance.
Conclusions
The study's results lead to the formulation of the following conclusions:
1. Students exhibited poor vocabulary comprehension, indicating that traditional methods were ineffective and
that an instructional intervention was necessary.
2. Students significantly improve vocabulary performance, most achieving an “Outstanding” level. It confirms
the effectiveness of the Deal or No Deal game in enhancing vocabulary comprehension.
3. The improvement in students’ vocabulary skills was statistically significant, confirming that the Deal or No
Deal game strategy was a meaningful factor in enhancing their academic outcomes.
Recommendations
1. Teachers are encouraged to implement engaging, game-based activities such as the Deal or No Deal strategy,
regular vocabulary assessments, and collaborative enrichment tasks to enhance students' vocabulary skills and
address learning gaps effectively.
2. Schools are encouraged to adopt game-based learning strategies like Deal or No Deal, provide follow-up
support for all learners, conduct regular assessments, and offer professional development to equip teachers in
creating engaging and effective vocabulary learning.
3. School administrators are encouraged to promote the integration of game-based learning by offering adequate
resources, training opportunities, and time for lesson preparation. English teachers, in turn, should persist in
applying and enhancing these strategies, ensuring their alignment with learning competencies and the diverse
needs of students.
4. Diagnostic and formative assessments to monitor vocabulary growth over time and adjust instruction
accordingly.
5. Future researchers are encouraged to explore using the Deal or No Deal game-based strategy in enhancing
vocabulary skills in English, particularly by examining its effectiveness across different grade levels, learning
contexts, and language proficiency groups.
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