Vocab Quest: An Engaging Digital Game for Enhancing English Vocabulary Skills among Foundation Students at Politeknik Nilai
Authors
Syafawati Noorhafizah binti Adnan Adil
Jabatan Pengajian Am, Politeknik Nilai (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2025.925ILEIID00003
Subject Category: Education
Volume/Issue: 9/25 | Page No: 15-17
Publication Timeline
Submitted: 2025-09-23
Accepted: 2025-09-30
Published: 2025-11-04
Abstract
Vocabulary learning is a core component of English language education, yet many foundation students struggle with retention and application when relying on traditional teaching methods. This extended abstract presents VocabQuest, a gamified digital innovation designed to improve vocabulary acquisition through interactive, syllabus-based activities. Developed using the ADDIE model, which strengthens methodological rigor, the innovation integrates cost-effective and widely accessible platforms such as Kahoot, Quizizz, and Wordwall to create three main game modes: Word Hunter, Match & Win, and Survival Quiz. These activities are supported by a reward system of points, badges, and leaderboards to enhance motivation. A pilot study with 30 students revealed a 20% improvement in vocabulary test scores and strong positive feedback on engagement. The findings suggest that VocabQuest enhances not only vocabulary mastery but also fosters motivation, confidence, and essential 21st-century skills such as collaboration and digital literacy. The innovation’s novelty lies in its integration of gamification with syllabus-aligned content, ensuring pedagogical relevance while maintaining learner interest. Overall, VocabQuest demonstrates strong potential as a transformative, student-centered approach to language education. Scalable and cost-effective, VocabQuest has strong potential for wider adoption across Politeknik campuses and other educational institutions, demonstrating the transformative power of gamified learning in language education.
Keywords
English Language Education, Vocabulary Acquisition
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References
1. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040 [Google Scholar] [Crossref]
2. Nation, I. S. P. (2013). Learning Vocabulary in Another Language (2nd ed.). Cambridge University Press. [Google Scholar] [Crossref]
3. Wang, A. I. (2021). The wear out effect of a game-based student response system. Computers & Education, 165, 104149. https://doi.org/10.1016/j.compedu.2020.104149 [Google Scholar] [Crossref]
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