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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 XXV October 2025
Vocab Quest: An Engaging Digital Game for Enhancing English
Vocabulary Skills among Foundation Students at Politeknik Nilai
1
Syafawati Noorhafizah binti Adnan Adil
Jabatan Pengajian Am, Politeknik Nilai
DOI: https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID00003
Received: 23 September 2025; Accepted: 30 September 2025; Published: 04 November 2025
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, Educational Technology, Learner
Motivation, Gamified Learning
INTRODUCTION
Vocabulary acquisition is central to English language proficiency, influencing students reading
comprehension, writing, and communication skills. Despite its importance, many foundation students at
Politeknik Nilai face difficulties mastering new vocabulary due to reliance on traditional approaches such as
rote memorization and lecture-based teaching. These methods often result in low engagement, poor retention,
and limited confidence in language use. Addressing this issue is essential for preparing students to succeed in
academic and professional contexts where English is a vital medium of communication.
Problem Statement
Foundation students at Politeknik Nilai face persistent challenges in mastering English vocabulary. Traditional
approaches such as rote memorization, worksheets, and lecture-based teaching often result in low engagement,
poor retention, and limited ability to apply vocabulary in real communication. This gap not only hinders
academic performance but also reduces students’ confidence in using English in academic and professional
contexts. Therefore, there is a clear need for an innovative, interactive, and engaging approach to vocabulary
learning that aligns with the syllabus while motivating students to participate actively.
Objectives
1. To improve vocabulary mastery among foundation students by at least 20% within four weeks.
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www.rsisinternational.org
ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
2. To achieve at least 80% learner engagement, with students preferring game-based learning to traditional
methods.
3. To promote 21st-century skills such as collaboration, creativity, and digital literacy through gamified
learning.
Product Description & Methodology
VocabQuest is a digital learning tool that incorporates three gamified activities:
Word Hunter (word search puzzles based on thematic vocabulary).
Match & Win (matching words with definitions or images).
Survival Quiz (scenario-based challenges requiring vocabulary knowledge to progress).
These activities are supported by leaderboards, badges, and points to sustain motivation. To mitigate the risk of
demotivation among lower-performing students, the system offers points and badges for effort and
participation in addition to achievement, maintaining a focus on individual progress and inclusivity. The
innovation was developed following the ADDIE model:
Analysis: Surveys and lecturer feedback identified key challenges in vocabulary learning.
Design: Game mechanics and vocabulary themes were planned based on the Foundation English syllabus.
Development: Games were built using Kahoot, Quizizz, Wordwall, and Genially.
Implementation: Pilot testing was conducted with 30 students over four weeks.
Evaluation: Effectiveness was assessed through pre/post-tests, surveys, and observations.
Potential Findings and Commercialization
The pilot study showed encouraging results:
Table 1 Pre-test and Post-test Vocabulary Scores (n=30)
Assessment
Mean Score (%)
Improvement
Pre-test
56%
Post-test
76%
+20%
Figure 1 Student Feedback on VocabQuest
85
80
88
90
74 76 78 80 82 84 86 88 90 92
enjoyed gamified learning more than traditional methods
increased confidence in using English words
motivated by the reward system
found the games easy to use
Student Feedback on VocabQuest
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www.rsisinternational.org
ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
These findings demonstrate that VocabQuest is cost-effective and accessible using smartphones and laptops,
making it highly feasible for classroom integration. While digital access remains a challenge in some contexts,
the pilot ensured students utilized campus Wi-Fi and accessible devices (smartphones/laptops) to mitigate
connectivity and device variability issues. Its scalability allows for adoption across other Politeknik campuses
and beyond.
Novelty and Recommendations
The novelty of VocabQuest lies in its syllabus-integrated gamification, which combines curriculum relevance
with interactive game mechanics. Unlike generic vocabulary apps, VocabQuest aligns directly with the English
syllabus, ensuring educational impact while keeping learners motivated.
Recommendations for future development:
Extend game modules to cover grammar, reading comprehension, and writing to strengthen its holistic
contribution to English learning.
Explore adaptive learning features to personalize vocabulary practice and offer tailored learning pathways
for different proficiency levels, ensuring weaker students remain motivated without being overshadowed
by competition.
Investigate long-term retention effects through extended trials.
Future trials should introduce a control group to strengthen the causal validity and robustness of the
findings.
ACKNOWLEDGEMENTS
The development and success of VocabQuest would not have been possible without the invaluable
contributions of many individuals. I would like to thank the foundation students of Politeknik Nilai who
participated in the pilot study and provided constructive feedback. Special appreciation goes to Hajah
Rosmawati binti Razak, Head of Department, Jabatan Pengajian Am at Politeknik Nilai for her guidance,
encouragement, and support throughout the research and testing process. I also extend my gratitude to
institutional management for providing the necessary resources and a supportive environment to carry out this
innovation project. Finally, I acknowledge my peers, mentors, and colleagues who shared valuable insights
that helped refine the design and implementation of this work.
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, 915.
https://doi.org/10.1145/2181037.2181040
2. Nation, I. S. P. (2013). Learning Vocabulary in Another Language (2nd ed.). Cambridge University Press.
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