Enhancing Communication Skills through Web-Based Gamification for High School Students

Authors

S. Amutha Rani

Research Scholar Centre for Distance and Online Education, (CDOE) Alagappa University Karaikudi- 630003 (India)

Dr. M. Vasimalairaja

Professor in Education Scholar Centre for Distance and Online Education, (CDOE) Alagappa University Karaikudi- 630003 (India)

Article Information

DOI: 10.51244/IJRSI.2025.1210000240

Subject Category: Education

Volume/Issue: 12/10 | Page No: 2788-2793

Publication Timeline

Submitted: 2025-09-24

Accepted: 2025-09-29

Published: 2025-11-15

Abstract

Scholars have linked improvement in English communication skills to advancements in science and future professional achievements. While web-based games have been shown to enhance educational outcomes, their effectiveness in teaching English to high school students has not been comprehensively studied. This study aimed to investigate the effectiveness of web-based learning methods in enhancing English communication skills among high school students. A total of 100 students participated and were randomly assigned to either the experimental or control groups. A mixed-method quantitative design was employed to analyze the data. The results indicated a significant difference between boys and girls in the experimental group. Overall, the study concluded that a blended learning approach, combining face-to-face instruction with web-based activities, can effectively enhance English communication skills at the high school level.

Keywords

English, Communication Skills, Educational Technology

Downloads

References

1. Crystal, D. (2003). English as a Global Language (2nd ed.). Cambridge University Press. https://www.cambridge.org/… or https://books.google.com/. [Google Scholar] [Crossref]

2. Graddol, D. (2006). English Next. British Council. https://www.britishcouncil.org/…pdf [Google Scholar] [Crossref]

3. Jenkins, J. (2007). English as a Lingua Franca: Attitude and Identity. Oxford University Press. : https://global.oup.com/… or https://books.google.com/. [Google Scholar] [Crossref]

4. Phillipson, R. (1992). Linguistic Imperialism. Oxford University Press. https://global.oup.com/… or https://books.google.com/ [Google Scholar] [Crossref]

5. Hynes, G. E. (2021). Managerial Communication: Strategies and Applications (7th ed.). SAGE Publications. https://us.sagepub.com/… or https://books.google.com/ [Google Scholar] [Crossref]

6. Black, P., & William, D. (1998). Inside the Black Box: Raising Standards Through Classroom Assessment. Phi Delta Kappa, 80(2), 139-148. https://doi.org/10.1177/003172179808000208. [Google Scholar] [Crossref]

7. Gardner, H. (2011). Frames of Mind: The Theory of Multiple Intelligences. Basic Books. https://www.hachettebookgroup.com/ [Google Scholar] [Crossref]

8. Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy (2nd ed.). Palgrave Macmillan. https://link.springer.com/ [Google Scholar] [Crossref]

9. Shute, V. J. (2011). Stealth Assessment in Serious Games. In S. Tobias & J. D. Fletcher (Eds.), Computer Games and Instruction (pp. 503-524). https://link.springer.com/chapter/ [Google Scholar] [Crossref]

10. Connolly, T. M., Boyle, E. A., Macarthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of the empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-683. https://doi.org/10.1016/j.compedu.2012.03.004. [Google Scholar] [Crossref]

11. Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64(2), 489-528. https://doi.org/10.1111/j.1744-6570.2011.01213.x [Google Scholar] [Crossref]

12. Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy (2nd ed.). Palgrave Macmillan. https://link.springer.com/ [Google Scholar] [Crossref]

13. Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide. New York University Press. https://nyupress.org/. [Google Scholar] [Crossref]

14. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?—A literature review of empirical studies on gamification. In 2014, the 47th Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE. https://doi.org/10.1109/HICSS.2014.377. [Google Scholar] [Crossref]

15. Huang, W. H. Y., & Soman, D. (2013). A literature review on gamification in education. University of Toronto, Rotman School of Management. https://www.rotman.utoronto.ca/…pdf. [Google Scholar] [Crossref]

16. Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018). Gamification of testing: A meta-analysis. Organizational Research Methods, 21(3), 643-661. https://doi.org/10.1177/1094428117719047. [Google Scholar] [Crossref]

17. Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020. [Google Scholar] [Crossref]

18. Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification: Toward a definition. In CHI 2011 Extended Abstracts on Human Factors in Computing Systems (pp. 9-12). ACM. https://doi.org/10.1145/1979742.1979746. [Google Scholar] [Crossref]

19. Reeves, B., & Read, J. L. (2009). Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Succeed. Harvard Business Press. https://books.google.com/. [Google Scholar] [Crossref]

20. Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78. https://doi.org/10.1037/0003-066X.55.1.68. [Google Scholar] [Crossref]

21. Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Wiley. https://books.google.com/. [Google Scholar] [Crossref]

22. Ministry of Education, Government of India. (2020). National Education Policy 2020. https://www.education.gov.in/…pdf. [Google Scholar] [Crossref]

23. Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon, 9(5), 1-6. https://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf. [Google Scholar] [Crossref]

24. Hodges, C., Moore, S., Lockee, S., Trust, T., & Bond, A. (2020). The Difference Between Emergency Remote Teaching and Online Learning. EDUCAUSE Review. https://er.educause.edu/articles/2020/3/the-difference-between-emergency-remote-teaching-and-online-learning. [Google Scholar] [Crossref]

25. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?—A literature review of empirical studies on gamification. In 2014, the 47th Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE. https://doi.org/10.1109/HICSS.2014.377. [Google Scholar] [Crossref]

26. Connolly, T. M., Boyle, E. A., Macarthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of the empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-683. https://doi.org/10.1016/j.compedu.2012.03.004. [Google Scholar] [Crossref]

27. Zuckerman, O., & Gal-Oz, A. (2014). Playing with the system: The design of games for learning. MIT Press. https://books.google.com/. [Google Scholar] [Crossref]

28. Bandura, A. (1997). Self-efficacy: The Exercise of Control. W. H. Freeman. Johnson, D. W., & Johnson, R. T. (1994). Learning together and alone: Cooperative, competitive, and individualistic learning. Allyn & Bacon. https://books.google.com/. [Google Scholar] [Crossref]

29. Johnson, D. W., & Johnson, R. T. (1994). Learning together and alone: Cooperative, competitive, and individualistic learning. Allyn & Bacon. (Classic work on cooperative learning and its benefits for social skills and confidence). https://books.google.com/. [Google Scholar] [Crossref]

30. Hamari, Juho; Koivisto, Jonna; Sarsa, Harri (2014). “Does gamification work?- A Literature review of empirical studies on gamification”. [Google Scholar] [Crossref]

31. Sailer, Michael; Homer, Lisa (2019). “ The gamification of Learning: a Meta-analysis”, Educational Psychology Review, Vol 32, pages 77-112. [Google Scholar] [Crossref]

32. Werbach, Kevin; Hunter, Dan (2012). For the Win: How Game Thinking Can Revolutionize Your Business (revised editions 2012)/ updated editions later. [Google Scholar] [Crossref]

Metrics

Views & Downloads

Similar Articles