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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
Vocabulary Quest: Investigating Embodied, Gamified Learning
Beyond the Classroom
*
Noor Durrah Farahi Alias
Universiti Malaysia Terengganu
*Corresponding Author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.924ILEIID00114
Received: 23 September 2025; Accepted: 30 September 2025; Published: 01 November 2025
ABSTRACT
This study addresses the persistent challenge of limited vocabulary retention among language learners, which
often results from memorisation practices that lack authentic use. The research investigates the effectiveness of
Vocabulary Quest, an outdoor gamified activity that integrates movement, teamwork, and simple digital tools
to make vocabulary learning active and meaningful. Quantitative and qualitative approaches were combined to
capture both performance outcomes and learner perspectives. Fifty- two undergraduates participated in the
activity, with twenty-two completing both the pre-test and post-test used for analysis. The results showed
measurable improvement in vocabulary scores, while learner reflections revealed that enjoyment,
collaboration, and repeated exposure to words enhanced recall and motivation. The findings indicate that
embodied and game-based activities strengthen memory through physical engagement and social interaction.
The study recommends that language educators incorporate similar movement oriented and collaborative
learning designs to promote deeper retention and sustained engagement beyond traditional classroom settings.
Keywords: gamification, embodied learning, vocabulary, situated learning, outdoor learning
INTRODUCTION
The global shift to online learning during the pandemic made it possible for education to continue but also
produced unintended consequences for language learning. Many students became passive recipients of
information and interaction became limited to screens. After returning to in person learning, teachers
recognised the need for classroom practices that restore interaction, movement, and meaningful
communication.
Vocabulary learning, of all language areas, was particularly affected because it is often taught through
memorisation and repetition without authentic use. Research shows that such isolated learning leads to quick
forgetting once the test is over (Schmitt, 2008; Nation, 2013; Webb & Nation, 2017). Learners may recall word
forms temporarily but fail to use them effectively in real communication because they lack contextual
understanding (Laufer, 2005). Studies in cognitive processing also confirm that shallow memorisation results
in weak retention, whereas deeper, meaningful engagement leads to more durable vocabulary knowledge
(Hulstijn, 2001).
Vocabulary Quest was developed as an innovative response to the limitations of traditional vocabulary
instruction. Instead of focusing on rote recall, it aims to transform vocabulary learning into an active,
meaningful, and social experience. The activity invites learners to move, collaborate, and solve problems
together while engaging with target words across a sequence of stations. This design draws on the principles of
embodied learning and gamification, where physical action and play support cognitive processing and
motivation. By using movement and collaboration, Vocabulary Quest provides repeated and contextual
encounters with words, allowing learners to construct meaning through experience rather than memorisation.
The activity therefore reconnects vocabulary learning with authentic communication and social interaction,
elements that were largely missing during the prolonged period of online learning.
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LITERATURE REVIEW
Vocabulary Acquisition in Second Language Learning Vocabulary is central to second language proficiency
because it supports comprehension, expression, and overall communication (Nation, 2013; Webb & Nation,
2017). Learners typically gain receptive understanding before developing productive use, yet long term
retention remains a challenge when words are learned in isolation (Schmitt, 2008). Traditional approaches such
as memorisation and translation exercises promote only surface recall and often fail to create meaningful
associations. Research consistently shows that repeated exposure and use of words in authentic communicative
contexts are crucial for consolidation and retrieval (Webb & Nation, 2017). In other words, vocabulary
learning is strengthened when it is embedded in purposeful tasks that require interaction and understanding
rather than simple recall.
Gamification in Language Learning Gamification refers to the use of game elements in educational settings to
increase motivation and engagement (Deterding et al., 2011). Elements such as points, challenges, feedback,
and cooperation make learning more interactive and goal oriented. Studies have shown that gamified learning
environments enhance learner motivation and vocabulary acquisition by combining enjoyment with cognitive
effort (Reinhardt & Sykes, 2014; Liu, Lin, & Paas, 2020). Gamification also supports self-regulation and
persistence, which are essential for vocabulary growth. However, most existing research focuses on digital and
classroom-based implementations, leaving limited exploration of embodied, outdoor gamified activities that
merge physical and social engagement.
Embodied and Situated Learning Embodied cognition theory asserts that learning occurs through the body’s
interaction with the environment. Movement, gesture, and sensory experience activate cognitive processes that
make learning more memorable (Barsalou, 2008; Glenberg, Witt, & Metcalfe, 2011). Situated learning theory
complements this view by emphasising that knowledge is constructed through authentic participation in social
contexts (Lave & Wenger, 1991). Together, these perspectives provide a strong foundation for Vocabulary
Quest, where learners interact physically with language in meaningful, team-based situations. The combination
of embodiment and social context allows words to be linked with experiences, actions, and collaboration,
deepening understanding and recall.
Game-Based and Outdoor Learning
Game-based learning uses the structure of play to achieve educational goals through competition, problem
solving, and collaboration (Gee, 2005). Outdoor learning extends these principles beyond the classroom,
allowing learners to connect language with the environment. Studies show that learning outdoors increases
engagement, motivation, and memory retention by providing novelty and authenticity (Rickinson et al., 2004;
Tobin, 2021). Recent work also indicates that outdoor vocabulary activities improve contextual understanding
and promote active participation (Mariappan, 2025; Richardson, 2025). Despite these advantages, research in
higher education remains limited, highlighting the need for further empirical evidence.
Learner Engagement and Motivation
Engagement is a multifaceted concept involving behavioural, emotional, and cognitive dimensions (Deci &
Ryan, 2000; Dörnyei, 2001). Gamified and embodied activities sustain engagement by offering immediate
feedback, clear goals, and opportunities for collaboration (Landers, 2014). When learners are emotionally
invested, they are more likely to engage deeply with vocabulary, leading to improved retention. Studies by Su
and Cheng (2015) and Cheng (2025) show that learners often attribute successful word learning to enjoyment
and teamwork. These findings suggest that engagement functions both as a psychological condition and as a
mechanism for learning.
Research Gap and Objectives
Although many studies have demonstrated the benefits of gamification and digital learning, there remains a
lack of research on physically embodied, outdoor vocabulary activities at the tertiary level. Most studies are
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
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confined to classroom or online settings, with limited investigation into how movement and social interaction
affect adult learners in non-native English contexts such as Malaysia. In addition, few studies have explored
learners’ reflections on such experiences, leaving a gap in understanding which features most effectively
support memory and engagement. To address these gaps, this study examines Vocabulary Quest as an outdoor,
collaborative vocabulary activity that integrates physical movement, problem solving, and teamwork to
enhance vocabulary learning.
Objectives:
1. To determine whether participation in Vocabulary Quest leads to measurable vocabulary improvement.
2. To explore learners’ perceptions of how the experience supports retention and engagement.
METHODOLOGY
This study combined quantitative and qualitative approaches to investigate the effectiveness of Vocabulary
Quest in enhancing vocabulary learning. A one group pre-test and post-test design was used to measure
vocabulary gains, while open ended surveys provided qualitative insights into learner engagement and
perception.
Participants
The participants were fifty-two undergraduates from University Malaysia Terengganu. They represented
various academic programmes and had intermediate to advanced proficiency in English. All students
participated voluntarily, and informed consent was obtained prior to data collection. Of the total group, twenty-
two students completed both the pre-test and post-test, forming the sample for quantitative analysis.
Context
The study was conducted outdoors on the university campus. Vocabulary Quest consisted of five learning
stations, each designed to promote embodied learning and collaboration through gamified tasks. The stations
were arranged in an open area that allowed teams to move, communicate, and interact freely. Facilitators were
stationed at each point to explain instructions, monitor teamwork, and provide immediate feedback.
The five stations were as follows:
1. The Riddle Gate students solved riddles based on target words.
2. The Action Arena students acted out words using gestures and movements.
3. The Cipher Circle teams decoded scrambled letters to form target words.
4. The Secret Sound Clue learners identified words based on recorded sounds and contextual hints.
5. The Lost Lexicon Board students completed word puzzles that reinforced word meaning and usage.
Each station involved approximately ten to twelve minutes of interaction, after which teams rotated to the next
station.
Instruments
Two instruments were used for data collection. The first was a forty-item vocabulary quiz consisting of
matching, recognition, and identification items that tested receptive knowledge of the target words. The same
quiz was administered before and after the activity to measure vocabulary gains. The second instrument was an
open-ended learner survey that gathered reflections on engagement, task difficulty, and learning experience.
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Procedure
The procedure began with a short briefing where participants were introduced to the rules and objectives of the
game. They then completed the pre- test individually. Students were divided into small teams and assigned to
starting stations. Each team visited all five stations sequentially, guided by facilitators who ensured fair play
and time management. Learners collaborated to solve each task and recorded their answers before moving to
the next station.
Upon completing all stations, participants took the post-test to measure immediate vocabulary learning. They
then responded to the open-ended survey. The entire session lasted approximately two hours.
RESULTS AND DISCUSSION
This section presents both quantitative and qualitative findings from the study. The quantitative results show
the measurable effect of Vocabulary Quest on learners’ vocabulary performance, while the qualitative data
highlight how learners experienced and perceived the activity.
Quantitative Findings
Table 1: Descriptive statistics for pretest and post-test vocabulary scores
Statistic
Pre-Test (%)
Post-Test (%)
Mean
82.6
93.5
Median
90.0
99.0
Minimum
0.0
20.0
Maximum
100.0
100.0
Standard Deviation
23.3
16.9
The results show a clear improvement in vocabulary scores following participation in Vocabulary Quest. The
mean score increased from 82.6 to 93.5, and the median rose from 90.0 to 99.0, indicating a general upward
trend in learner performance. The minimum score improved from 0.0 to 20.0, suggesting that even lower
achieving learners benefited from the activity. The reduction in standard deviation from 23.3 to 16.9 indicates
that post test scores were more consistent, meaning that learning outcomes were more evenly distributed across
participants.
These quantitative findings suggest that Vocabulary Quest effectively enhanced short term vocabulary
knowledge. The improvement supports the argument that repeated and meaningful encounters with target
words facilitate retention and recall (Nation, 2013; Webb & Nation, 2017). The structured, multi station format
of the activity provided opportunities for spaced repetition and retrieval practice, both of which are known to
strengthen memory. In addition, the combination of movement and collaboration likely contributed to deeper
cognitive processing, consistent with embodied learning principles (Barsalou, 2008).
Qualitative Findings
Thematic analysis of learner reflections produced four main themes: engagement and enjoyment, vocabulary
retention through repetition and context, teamwork and communication, and challenges and suggestions.
Engagement and Enjoyment
Learners consistently described the activity as enjoyable and refreshing compared with classroom lessons.
They appreciated the outdoor setting, teamwork, and opportunity to learn through action.
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“It was fun and did not feel like a test. I enjoyed solving the riddles with my friends.”
“We were not just sitting; we moved around and that made me more active.”
These reflections show that the combination of play, movement, and collaboration created a positive learning
atmosphere. This aligns with findings from gamification studies which report that game elements such as
challenge and teamwork foster intrinsic motivation and engagement (Reinhardt & Sykes, 2014; Liu et al.,
2020).
Vocabulary Retention through Repetition and Context Learners reported that repeated exposure to the same
words at different stations made the vocabulary easier to remember. They also emphasized that performing
actions and solving clues helped them connect meaning with use.
“We kept using the same words, so I remembered them better.”
“The acting and guessing made it easier to remember the words later.”
These comments reflect the importance of embodied cognition and contextualized practice. When learners
physically enact or apply new vocabulary, they create sensory and semantic associations that aid memory
(Glenberg et al., 2011).
Teamwork and Communication
Team interaction emerged as an important source of learning. Learners valued sharing ideas, learning from
peers, and solving problems together.
“We learned from each other. Some of my friends knew words I did not.”
“I liked how we had to talk and share ideas at each station.”
This finding supports sociocultural perspectives on language learning, which view knowledge as co
constructed through interaction and collaboration (Vygotsky, 1978). Peer support in the game not only
facilitated learning but also encouraged communicative use of English in an authentic context.
Challenges and Suggestions
While learners responded positively overall, several mentioned challenges related to task difficulty and time
constraints.
“Maybe the words can be more difficult next time.”
“Some stations were a bit rushed; we needed more time.”
These remarks indicate that differentiation and pacing are essential for maintaining an optimal level of
challenge. Similar issues have been noted in other studies of gamified learning, where balance between
enjoyment and task complexity is crucial for sustained motivation (Landers, 2014).
DISCUSSION
The overall findings confirm that Vocabulary Quest supported vocabulary learning through multiple
complementary mechanisms. The quantitative data show measurable gains, while the qualitative reflections
explain why and how these gains occurred. Learners’ enjoyment and active participation point to the
motivational benefits of gamification. The embodied and contextual nature of the tasks strengthened memory
and recall, consistent with the principles of embodied cognition (Barsalou, 2008). The cooperative structure
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promoted social learning, echoing situated learning theory which emphasizes participation in meaningful,
shared activities (Lave & Wenger, 1991).
The results also reveal areas for improvement. Some participants felt that the vocabulary items were too easy
and that the time at each station was limited. These challenges can be addressed through tiered vocabulary
levels, clearer facilitation, and flexible timing to accommodate different learner needs. Despite these
constraints, the evidence suggests that the integration of physical movement, teamwork, and problem solving
creates a rich environment for vocabulary development that extends beyond classroom boundaries.
CONCLUSION
The findings of this study demonstrate that Vocabulary Quest is an effective approach to enhancing vocabulary
learning through embodied and gamified activities. The quantitative results show clear improvement in
learners’ vocabulary performance, while qualitative reflections reveal that the combination of movement,
teamwork, and repetition made vocabulary practice more engaging and memorable. Learners enjoyed the
novelty of learning outdoors, valued peer interaction, and reported that the repeated encounters with target
words across different contexts helped them retain meaning more effectively.
The study supports the argument that vocabulary learning is strengthened when it involves both cognitive and
physical engagement. When learners move, act, and communicate in meaningful situations, they process words
more deeply and remember them for longer. This reinforces the principles of embodied cognition and situated
learning, which view knowledge as something constructed through experience and interaction.
From a pedagogical perspective, Vocabulary Quest offers a flexible and low-cost model that can be adapted to
different proficiency levels and learning environments. Teachers can integrate similar game based and
movement-oriented activities to increase motivation and collaboration among students. The activity also
demonstrates that digital tools do not need to be complex to be effective; simple technologies such as audio
recordings and QR codes can enhance interaction and feedback.
Nevertheless, the study has certain limitations. The sample size was small, and the design did not include a
control group, which limits generalization. The assessment measured only short-term gains, so future research
should investigate delayed posttests to examine long term retention. Further studies could also explore how
embodied and outdoor learning affect productive vocabulary use and communication skills.
In summary, Vocabulary Quest successfully reintroduces action, collaboration, and enjoyment into vocabulary
learning. It provides evidence that language learning can extend beyond classroom walls and become a lived
experience where learners think, move, and communicate in ways that strengthen both memory and
motivation.
ACKNOWLEDGEMENTS
The author would like to express sincere appreciation to University Malaysia Terengganu for its continuous
encouragement and institutional support. Gratitude is also extended to the UMT students who participated
enthusiastically in the Vocabulary Quest activity and to the facilitators whose cooperation and dedication made
the implementation of this study possible.
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