INTERNATIONAL JOURNAL OF RESEARCH AND SCIENTIFIC INNOVATION (IJRSI)
ISSN No. 2321-2705 | DOI: 10.51244/IJRSI |Volume XII Issue X October 2025
Page 1008
www.rsisinternational.org
Enhancing Communication Skills through Web-Based Gamification for
High School Students
1
S. Amutha Rani, *
2
Dr. M. Vasimalairaja
1
Research Scholar, Centre for Distance and Online Education, (CDOE) Alagappa University,
Karaikudi- 630003
2
Professor in Education, Centre for Distance and Online Education, (CDOE) Alagappa University,
Karaikudi- 630003
*Corresponding Author
DOI:
https://doi.org/10.51244/IJRSI.2025.1210000090
Received: 25 September 2025; Accepted: 01 October 2025; Published: 05 November 2025
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.
Keyword: English, Communication Skills, Educational Technology, Interactive Learning Environments,
Teaching/Learning Strategies.
INTRODUCTION
Acquiring English communication skills is essential in today’s world (Crystal, 2003). English serves as the
lingua franca in business, science, technology, and diplomacy (Graddol, 2006; Jenkins, 2007; Phillipson, 1992),
and proficiency opens opportunities in multinational corporations, IT firms, tourism, and research, where
drafting emails, presenting, negotiating, and collaborating with international teams are required (Hynes, 2021).
Without these skills, career advancement and global competitiveness are limited.
Many educations systems separate learning from assessment (Black & Wiliam, 1998). Web-based games offer
an engaging way to integrate both (Gardner, 2011; Gee, 2007) and can serve as effective learning and assessment
tools (Deterding, Dixon, Khaled, & Nacke, 2011). Digital gameplay also develops literacy suited to 21st-century
learners (Reeves & Read, 2009; Ryan & Deci, 2000).
Web-based games can enhance learning and engagement (Prensky, 2001; Kapp, 2012), though much evidence
comes from studies with weak methodologies (Hodges, Moore, Lockee, Trust, & Bond, 2020; Shute, 2011).
Their effectiveness depends on alignment with learning objectives and learner characteristics (Sitzmann, 2011;
Jenkins, 2006). Well-designed games can support the acquisition of English communication skills (Hamari,
Koivisto, & Sarsa, 2014).
Significance of the Study
Effective communication is a critical skill for academic success, future careers, and responsible citizenship.
INTERNATIONAL JOURNAL OF RESEARCH AND SCIENTIFIC INNOVATION (IJRSI)
ISSN No. 2321-2705 | DOI: 10.51244/IJRSI |Volume XII Issue X October 2025
Page 1009
www.rsisinternational.org
Many high school students struggle with these skills, leading to difficulties in classroom participation, group
projects, presentations, and expressing ideas clearly (Huang & Soman, 2013). Beyond academics,
communication is essential for social interactions, conflict resolution, relationship building, and community
engagement. As digital natives, high school students are often proficient with web-based technologies (Landers,
Auer, Collmus, & Armstrong, 2018).
Web-based platforms offer flexible opportunities for students to practice and improve their communication skills
outside the classroom (Sahin & Yurdakul, 2020). This study adds to research on gamification in education (Aulia
Fatah, 2025) and provides evidence for educators and policymakers on its potential to enhance curriculum design
and teaching strategies (Marcos-Pablos & Martínez, 2024). Gamified, collaborative activities can boost students’
self-confidence, verbal and written expression, and teamwork skills (Bayatpour, Maghami, & Hassani, 2022).
Objectives of the Study
To evaluate the effectiveness of web-based games in improving high school students’ English communication
skills.
First, the research aims to evaluate the effectiveness of web-based games in enhancing high school
students’ English communication skills, including clarity of expression, participation in discussions, and
performance of written and oral tasks.
Second, it aims to compare the post-test performance of students using Web-Based Gamification (WBG)
with those following the Traditional Learning Instruction (TLI) to determine whether WBG yields
significantly better outcomes.
Finally, the study aims to examine whether students’ gender and locality (urban or rural) lead to
significant differences in English communication skills when using Web-Based Gamification (WBG).
Hypothesis
Based on the above research questions, the following null hypotheses were formulated for the study:
1. There was no significant difference in the post-test performance of students learning communication skills in
English through the WBG and those learning with TLI.
2. There was no significant difference between genders regarding post-test scores in learning communication
skills in English after experimental treatments.
3. There was no significant difference between localities regarding post-test scores in learning communication
skills in English after experimental treatments.
METHODOLOGY OF THE STUDY
To address the research question, a pre-test quasi-experimental design was employed. The study involved 100
high school students (48 boys and 52 girls) from St. Ignatius Matriculation Higher Secondary School,
Vellakulam, in Pudukottai District, Southern Tamil Nadu. Participants were selected purposefully to ensure a
homogeneous sample, as their recent academic performance was consistent. Once recruited, students were
randomly assigned to two groups of 50. The control group (24 boys and 26 girls) received traditional lecture-
based instruction, while the experimental group (24 boys and 26 girls) was taught through web-based gamified
instruction.
Study Tools and Procedure for Implementation
The study used the Communication Skills in English Questionnaire (CSQ), a 20-item multiple-choice test, to
collect data. The questionnaire has a reliability coefficient of 0.88. A pre-test was first administered to both the
INTERNATIONAL JOURNAL OF RESEARCH AND SCIENTIFIC INNOVATION (IJRSI)
ISSN No. 2321-2705 | DOI: 10.51244/IJRSI |Volume XII Issue X October 2025
Page 1010
www.rsisinternational.org
control and experimental groups. Over a period of four weeks, the groups received different instructional
methods:
The experimental group engaged with Web-Based Gamification (WBG).
The control group received traditional lecture-based instruction (TLI).
Study Variables
Independent Variables (IVs):
1. Web-based gamification (WBG)
2. Traditional learning Instruction (TLI)
Dependent Variable (DV):
1. Communication skills in English (CSE)
Statistical Treatments
The study employed SPSS (Statistical Package for the Social Sciences) for data analysis, setting a 0.99
confidence interval for all tests. As the data were normally distributed, parametric statistical methods were
applied.
Descriptive statistics were calculated to provide an overview of the data, including:
Mean
Standard deviation
Inferential statistics were then used to evaluate the effectiveness of the intervention. Specifically, an
independent-samples t-test was conducted to measure the effect of web-based gamification (WBG) on student
performance and knowledge retention. In addition, a paired-samples t-test was employed to compare results both
within groups and between the independent variables.
Analysis and Interpretation
To establish the homogeneity of the control and experimental groups, a t-test was employed to evaluate the
statistical significance of any differences observed in their mean pre-test scores. The findings are summarized in
Table 1.
Table 1: Significance of the difference between pre-test mean value scores of the control and experimental
group.
Group
N
Mean
SD
Calculated ‘t’value
Control
50
34.80
3.764
4.605
Experiment
50
40.20
2.541
(At 5% level of significance, the table value of 't' is 1.96.
Table 1 indicates that the control (TLI) and experimental (WBG) groups were homogeneous at the start of the
INTERNATIONAL JOURNAL OF RESEARCH AND SCIENTIFIC INNOVATION (IJRSI)
ISSN No. 2321-2705 | DOI: 10.51244/IJRSI |Volume XII Issue X October 2025
Page 1011
www.rsisinternational.org
study. The control group had a pre-test mean score of 34.80 (SD = 3.764), while the experimental group had a
slightly higher pre-test mean of 40.20 (SD = 2.541).
H1: There was no significant difference in the post-test performance of students learning communication skills
in English through the WBG and those learned with TLI. Table 2 describes the analysis used to test this
hypothesis.
Table 2: Significance of the difference in the post-test performance between control and experimental groups.
Group
N
Mean
SD
Calculated ‘t’
value
Control
50
36.67
9.308
1.340
Experiment
50
30.33
23.084
(At 5% level of significance, the table value of 't' is 1.96.)
Table 2 shows that the control group (TLI) scored higher (M = 36.67, SD = 9.308) than the experimental group
(WBG) (M = 30.33, SD = 23.084). However, the t-test value (1.340) was not significant at the 0.01 level, so the
null hypothesis could not be rejected. Thus, WBG did not prove more effective than TLI in improving English
communication skills.
H2: There was no significant difference between genders regarding post-test scores in learning communication
skills in English after experimental treatments. Table 3 describes the analyses used to test this hypothesis.
Table 3: Results of the t-test on learning communication skills in English between boys' and girls' students with
post-test scores in the experimental group.
Group
N
Mean
SD
Calculated ‘t’
value
Remarks at
5% Level
Boys
24
32.47
2.875
3.040
S
Girls
26
36.13
3.681
(At 5% level of significance, the table value of 't' is 1.96.)
Table 3 indicates that in the post-test of the experimental group, the boys scored 32.47 (SD = 2.875), and the
girls scored 36.13 (SD = 3.681). A total of 100 students participated in the study and were randomly assigned to
either the experimental or control group. Hence, the null hypothesis is rejected. This suggests that, due to broader
access to new technology, both male and female students use current technical methods in similar ways.
H3: There is no significant difference between localities regarding post-test scores in learning communication
skills in English after experimental treatments. Table 4 describes the analyses for testing this hypothesis.
Table 4: Results of t-test on learning communication skills in English between rural and urban students with
post-test scores in the experimental group.
Group
N
Mean
SD
Calculated ‘t’
value
Remarks at
5% Level
Rural
24
33.93
2.865
2.584
S
Urban
26
36.87
3.335
INTERNATIONAL JOURNAL OF RESEARCH AND SCIENTIFIC INNOVATION (IJRSI)
ISSN No. 2321-2705 | DOI: 10.51244/IJRSI |Volume XII Issue X October 2025
Page 1012
www.rsisinternational.org
(At 5% level of significance, the table value of 't'is 1.96.)
Table 4 shows that in the post-test of the experimental group, rural students had an average score of 33.93 (SD
= 2.865), while urban students scored 36.87 (SD = 3.335). The calculated T-value of 2.584 was not statistically
significant at the 0.01 level, leading to the failure to reject the null hypothesis. This suggests that both rural and
urban students utilize modern technological methods similarly, possibly due to the widespread availability and
access to new technological devices resulting from rapid technological progress.
SUGGESTIONS OF THE STUDY
In conclusion, integrating web-based games alongside traditional instruction positively enhances students’
English communication skills. While female students scored slightly higher than males, the difference was not
significant, showing that gender does not influence effectiveness. Similarly, rural students outperformed urban
peers without statistical significance, suggesting a consistent impact across locations. However, significant
differences emerged between average, below-average, and above-average students, indicating that effectiveness
may vary with academic performance. Further research is needed to explore the factors behind these differences.
CONCLUSION OF THE STUDY
This study aimed to guide future curricula by aligning with technological advancements in education, where
digital tools like e-learning, mobile learning, and gamification are increasingly used. It specifically examined
the impact of web-based games on high school students’ English communication skills. Findings revealed that
students using web-based games outperformed those taught traditionally, with no significant gender differences.
These results support the integration of web-based games into classrooms as effective tools for enhancing
communication skills.
REFERENCES
1. Crystal, D. (2003). English as a Global Language (2nd ed.). Cambridge University Press.
https://www.cambridge.org/… or https://books.google.com/.
2. Graddol, D. (2006). English Next. British Council. https://www.britishcouncil.org/…pdf
3. Jenkins, J. (2007). English as a Lingua Franca: Attitude and Identity. Oxford University Press.:
https://global.oup.com/… or https://books.google.com/.
4. Phillipson, R. (1992). Linguistic Imperialism. Oxford University Press. https://global.oup.com/… or
https://books.google.com/
5. Hynes, G. E. (2021). Managerial Communication: Strategies and Applications (7th ed.). SAGE Publications.
https://us.sagepub.com/… or https://books.google.com/
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.
7. Gardner, H. (2011). Frames of Mind: The Theory of Multiple Intelligences. Basic Books.
https://www.hachettebookgroup.com/
8. Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy (2nd ed.). Palgrave
Macmillan. https://link.springer.com/
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/
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.
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
12. Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy (2nd ed.). Palgrave
Macmillan. https://link.springer.com/
13. Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide. New York University Press.
https://nyupress.org/.
INTERNATIONAL JOURNAL OF RESEARCH AND SCIENTIFIC INNOVATION (IJRSI)
ISSN No. 2321-2705 | DOI: 10.51244/IJRSI |Volume XII Issue X October 2025
Page 1013
www.rsisinternational.org
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.
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.
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.
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.
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.
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/.
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.
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/.
22. Ministry of Education, Government of India. (2020). National Education Policy 2020.
https://www.education.gov.in/…pdf.
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.
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.
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.
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.
27. Zuckerman, O., & Gal-Oz, A. (2014). Playing with the system: The design of games for learning. MIT Press.
https://books.google.com/.
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/.
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/.
30. Hamari, Juho; Koivisto, Jonna; Sarsa, Harri (2014). “Does gamification work? - A Literature review of
empirical studies on gamification”.
31. Sailer, Michael; Homer, Lisa (2019). “The gamification of Learning: A Meta-analysis”, Educational
Psychology Review, Vol 32, pages 77-112.
32. Werbach, Kevin; Hunter, Dan (2012). For the Win: How Game Thinking Can Revolutionize Your Business
(revised editions 2012)/ updated editions later.