Gamified Learning in EFL Classrooms: Students’ Perceptions of Baamboozle Games for Vocabulary Mastery
Abstract
Incorporating games into education is an effective strategy to enhance student engagement. This study investigated how EFL students’ emotional reactions and experiences influence their perceptions of the interactivity of Baamboozle games for vocabulary mastery. Conducted at two Integrated Islamic Private Junior High Schools in Medan, the research employed a case study design and a descriptive qualitative methodology, with 8 EFL students participating through observations and semi-structured interviews, which were conducted over a period of four weeks. The thematic analysis revealed that students’ motivation, vocabulary acquisition, and engagement improved significantly, influenced by their emotional responses to the game. These findings highlight the potential of gamified learning platforms like Baamboozle games in enhancing language acquisition and emphasize the role of emotional engagement in mastering vocabulary, which the implication of provides insight for teachers to consider using game-based learning in teaching vocabulary.
Keywords
Full Text:
DOWNLOAD [PDF]References
Ary, D., Jacobs, L. C., Sorensen, C., & Walker, D. (2009). Introduction to research in education (8th edition). Wadsworth Cengage Learning. https://ebookppsunp.files.wordpress.com/2016/06/donald_ary_lucy_cheser_jacobs_asgharrazavieh_bookfi-org.pdf
Baxter, P., & Jack, S. (2015). Qualitative case study methodology: Study design and implementation for novice researchers. The Qualitative Report, 13(4), 544–559. https://doi.org/10.46743/2160-3715/2008.1573
Creswell, J. W. (2015). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (5th edition). Pearson Education. https://www.researchgate.net/publication/271429461_Educational_Research_Planning_Planning_Conducting_and_Evaluating_Quantitative_and_Qualitative_Research
Daulay, S.H., (2021). Developing Vocabulary by Educational Game. Kediri: CV. Cakrawala Satria Mandiri. http://repository.uinsu.ac.id/14141/2/9.%20BUKU%20DEVELOPING.pdf
Denzin, N. K., & Lincoln, Y. S. (2018). The SAGE handbook of qualitative research (5th ed.). SAGE Publications. https://us.sagepub.com/en-us/nam/the-sage-handbook-of-qualitative-research/book242504
Ebadi, S., Aliabadi, R.B. & Ajabshir, Z.F. (2024). EFL teachers’ engagement-promoting strategies in online gamification: an ecological systems theory (EST) perspective. Current Psychology, 43(1), 713–728. https://doi.org/10.1007/s12144-024-06143-w
Feng, L., Shen, X., Xie, Z. et al. (2025). How gamification-based course drives online learners’ engagement: Focusing on intrinsic motivation and the effect mechanism. Education Information Technology, 30(1), 43–77. https://doi.org/10.1007/s10639-024-13242-5
Gan, B., Menkoff, T., & Smith, R. R. (2023). Enhancing students’ learning process through interactive digital media: New opportunities for collaborative learning. Computers in Human Behavior, 51, (Part B), 652–663. https://doi.org/10.1016/j.chb.2014.12.048
Harahap, I. F., & Kembaren, F. R. W. (2023). Learning English Vocabulary for Young Learners Through Song, Move, and Video Methods. Cetta: Jurnal Ilmu Pendidikan, 6(3), 647–655. https://doi.org/10.37329/cetta.v6i3.2676
Hong, Y., Saab, N., & Admiraal, W. (2025). EFL university students’ game element preferences and learning needs: Implications for the instructional design of digital gamified classes. System, 131(1), 103-670. https://doi.org/10.1016/j.system.2025.103670
Hongjin, Z. (2022). Students' Perceptions of Mobile Apps: Learning Features Impacts on EFL Vocabulary Learning. In: Csapó, B., Uhomoibhi, Computer Supported Education, Communications in Computer and Information Science, 1624, pp. 472-496. https://doi.org/10.1007/978-3-031-14756-2_23
Hossain, K. I. (2024). Literature-based language learning: Challenges and opportunities for English learners. Ampersand, 13(1), 100-201. https://doi.org/10.1016/j.amper.2024.100201
Khodabandeh, F. (2025). Enhancing Vocabulary Learning and Retention in EFL Students: A Comparative Study of ARLOOPA Augmented Reality App in Flipped Online and Flipped Face-to-Face Classes. Education Technology Research and Development, 73(2). https://doi.org/10.1007/s11423-025-10489-8
Kohnke, L., & Moorhouse, Benjamin L. (2025). Enhancing the emotional aspects of language education through generative artificial intelligence (GenAI): A qualitative investigation. Computers in Human Behavior, 167(1), 108–600. https://doi.org/10.1016/j.chb.2025.108600
Laksanasut, Saharat. (2025). Gamification in ESL/EFL Education: Transforming Language Learning and Teaching Through Play. TESOL and Technology Studies, 6(4), 16-29. https://doi.org/10.48185/tts.v6i1.1562
Lan, D.N., & Hong, N.X. (2025). Applying Baamboozle to teach English vocabulary for pre-starter level at a language center in HCMC. International Journal of Current Science Research and Review, 8(6), pp. 2707-2723. https://doi.org/10.47191/ijcsrr/V8-i6-03
Lasekan, O., Godoy, M. Y Méndez-Alarcón, C. (2025). Integrating emotional vocabulary in EFL education: A model for enhancing emotional intelligence in pre-service EFL teachers. Frontiers in Psychology, 15:1508083. https://doi.org/10.3389/fpsyg.2024.1508083
Li, M. (2025). Mapping academic motivation, self-efficacy, achievement emotions, and vocabulary learning in a game-enhanced learning environment from the lens of activity theory. Learning and Motivation, 89(1), 87–102. https://doi.org/10.1016/j.lmot.2024.102087
Mayer, R. E. (2005). The Cambridge handbook of multimedia learning. Cambridge University Press. https://www.cambridge.org/core/books/cambridge-handbook-of-multimedia-learning/09E09224829AB8D3D327EF8A0E9B5288
Oliveira, W., Hamari, J., Shi, L., Toda, A.M., Rodrigues, L., Palomino, P.T., Isotani, S. Tailored gamification in education: A literature review and future agenda. Education and Information Technologies, 28(1), 373–406. https://doi.org/10.1007/s10639-022-11122-4
Patra, I., Shanmugam, N., Ismail, S. M., & Mandal, G. (2022). An Investigation of EFL Learners’ Vocabulary Retention and Recall in a Technology-Based Instructional Environment: Focusing on Digital Games. Education Research International, 2022(5), 1–10. https://doi.org/10.1155/2022/7435477
Patton, M. Q. (2002). Qualitative research & evaluation methods (3rd edition). SAGE Publications. https://journals.sagepub.com/doi/10.1177/1035719X0300300213
Piaget, J. (1952). The origins of intelligence in children. (M. Cook, Trans.). W. W. Norton & Company. https://doi.org/10.1037/11494-000
Sahnan, B., & Daulay, S.H. (2025). Developing Students’ Vocabulary by Using Build-A-Sentence: Teachers’ Perspective. Scope: Journal of English Language Teaching. 9(2), 692. https://doi.org/10.30998/scope.v9i2.22547
Sevigny, P., Mack, L., Stilp, L., & Berger, M. (2024). High-Frequency Vocabulary: Moving From Recognition to Recall Level on Quizlet. Education Resources Information Center, 14(2), 1–12. https://doi.org/10.1177/21582440241242604
Slamet, T.I., & Meng, C. (2025). Gamification in collaborative learning: synthesizing evidence through meta-analysis. Journal of Computer in Education, 12(1). https://doi.org/10.1007/s40692-024-00349-4
Stake, R. E. (1995). The art of case study research. SAGE Publications. https://uk.sagepub.com/en-gb/eur/the-art-of-case-study-research/book4954
Tai, T.Y. (2024). Comparing the effects of intelligent personal assistant-human and human-human interactions on EFL learners’ willingness to communicate beyond the classroom. Computers & Education, 210(1), 104–965. https://doi.org/10.1016/j.compedu.2023.104965
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press. https://home.fau.edu/musgrove/web/vygotsky1978.pdf
Yang, Y., Song, Y., Yan, J., & Ma, Q. (2025). Bridging classroom and real-life learning mediated by a mobile app with a self-regulation scheme: Impacts on Chinese EFL primary students’ self-regulated vocabulary learning outcomes, enjoyment, and learning behaviours. System, 131(1), 36-71. https://doi.org/10.1016/j.system.2025.103671
Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers & Education, 149(2), 103818. https://doi.org/10.1016/j.compedu.2020.103818
Yin, R. K. (2014). Case study research: Design and methods (5th edition). SAGE Publications. https://share.google/j354GpNNcrZwgGDhM
Yu, Z., Xu, W., & Sukjairungwattana, P. (2023). Motivation, learning strategies, and outcomes in mobile English language learning. The Asia-Pacific Education Researcher, 32(4), 545–560. https://doi.org/10.1007/s40299-022-00675-0
Zhang, R., Zou, D., & Cheng, G. (2023). Learner engagement in digital game-based vocabulary learning and its effects on EFL vocabulary development. System, 119(1), 103–173. https://doi.org/10.1016/j.system.2023.103173
Zhao, Y., & Yang, L. (2022). Examining the relationship between perceived teacher support and students’ academic engagement in foreign language learning: Enjoyment and boredom as mediators. Frontiers in Psychology, 13, 987554. https://doi.org/10.3389/fpsyg.2022.987554
DOI: https://doi.org/10.31764/ijeca.v8i2.32640
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Fatimah Azzahra, Farida Repelita Waty Kembaren

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
IJECA (International Journal of Education and Curriculum Application) already indexed:
___________________________________________________________________
|
____________________________________________________________________
IJECA Publisher Office: