The Impact of Game Design Elements on EFL Vocabulary Acquisition and Iranian Learners’ Attitudes: A Study of Cinematic, Narrative, and Quest-Oriented Games
Keywords:
Attitudes of Learners, Cinematic Presentation, Depth of Narrative, Game-Based Learning, Gender Difference, Quest-oriented Structure, Vocabulary LearningAbstract
This study investigates the impact of games on language learning and learner attitudes in an EFL context, supported by teachers' attitudes and learners' feedback. This study initially conducted qualitative interviews among language learners to identify the prominent factors in their use of learning games. Based on these results, a Likert scale survey was developed to assess learner attitudes on four aspects: cinematic presentation, level of narrative, structure of quest, and learning experience. The survey was administered to 60 students who were educated through game-based instruction. Descriptive statistics revealed a quest-oriented structure, with the highest mean score (M = 3.829) due to its significant contribution to maintaining learner motivation, and cinematic quality with the lowest mean score (M = 2.358). Cronbach's alpha reliability testing also established good internal consistency for all variables (α = 0.714 to 0.780). In addition, a comparison of pre- and post-test scores revealed a remarkable improvement in language performance, as reflected in a mean difference of 13.800. To determine if gender-dependent differences exist in students' attitudes toward game-based learning, a Mann-Whitney U test was utilized; the results revealed no significant differences on all measured dimensions (p > 0.05). The findings suggest that narrative and quest-oriented games can significantly enhance learner interest and language recall. However, cinematic aspects may have a minimal impact on learning performance. The work contributes to the growing research on language learning through games by emphasizing the importance of goal-driven, interactive game design over surface decoration.
Downloads
References
1. Squire K, Giovanetto K, Devane B, Durga S. From users to designers: Building a self-organizing game-based learning environment. TechTrends: Linking Research & Practice to Improve Learning. 2005;49(5):34-42. doi: 10.1007/BF02763688.
2. Steinkuehler C, Duncan S. Scientific habits of mind in virtual worlds. Journal of Science Education and Technology. 2008;17(6):530-43. doi: 10.1007/s10956-008-9120-8.
3. Gee JP, Hayes ER. Language and learning in the digital age: Routledge; 2011.
4. Squire K. Video Games and Learning: Teaching and Participatory Culture in the Digital Age. 2011.
5. Aghlara L, Tamjid NH. The effect of digital games on Iranian children's vocabulary retention in foreign language acquisition. Procedia - Social and Behavioral Sciences. 2010;29:552-60. doi: 10.1016/j.sbspro.2011.11.275.
6. Ashraf H, Motlagh FG, Salami M. The impact of online games on Iranian EFL learners' vocabulary retention and motivation. International Journal of Applied Linguistics & English Literature. 2014;3(6):63-9. doi: 10.1016/j.sbspro.2014.03.418.
7. Muhanna W. Using online games for teaching English vocabulary for Jordanian students learning English as a foreign language. Journal of College Teaching & Learning (Online). 2012;9(3):235. doi: 10.19030/tlc.v9i3.7178.
8. Musselman ML. The effect of game-based learning on middle school students' academic achievement. 2014.
9. Kissau SP, Kolano LQ, Wang C. Perceptions of gender differences in high school students' motivation to learn Spanish. Foreign Language Annals. 2010;43(4):703-21. doi: 10.1111/j.1944-9720.2010.01110.x.
10. Liu S. Use of gamification in vocabulary learning: A case study in Macau. 2014:90-7.
11. Erya PD, Taloko JL. THE INFLUENCE OF NARRATIVE-BASED VIDEO GAMES ENGAGEMENT ON ENGLISH VOCABULARY MASTERY: A NARRATIVE INQUIRY. Magister Scientiae. 2024;52(2):134-43. doi: 10.33508/mgs.v52i2.5919.
12. Zain DSM, Bowles FA. Mobile-assisted language learning (MALL) for higher education instructional practices in EFL/ESL contexts: A recent review of literature. Computer-Assisted Language Learning Electronic Journal. 2021;22(1):283-307.
13. Ebadi S, Amini Z, Gheisari N. On the relationship between mobile-based extramural activities and vocabulary development of EFL learners: a mixed-method study. Smart Learning Environments. 2023;10(1):33. doi: 10.1186/s40561-023-00252-y.
14. Wen Y. Augmented reality enhanced cognitive engagement: Designing classroom-based collaborative learning activities for young language learners. Educational Technology Research and Development. 2021;69(2):843-60. doi: 10.1007/s11423-020-09893-z.
15. Khodabandeh F. 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. Educational Technology Research and Development. 2025:1-19. doi: 10.1007/s11423-025-10489-8.
16. Hung HT, Yeh HC. Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition. Journal of Computer Assisted Learning. 2023;39(6):1786-800. doi: 10.1111/jcal.12839.
17. Chen CM, Liu H, Huang HB. Effects of a mobile game-based English vocabulary learning app on learners' perceptions and learning performance: A case study of Taiwanese EFL learners. ReCALL. 2019;31(2):170-88. doi: 10.1017/S0958344018000228.
18. Ghaneiarani S, Alavi SM, Kaivanpanah S. Enhancing writing ability of Iranian EFL learners through learning-oriented assessment: peer and teacher feedback implementation. Language Testing in Asia. 2024;14(1):39. doi: 10.1186/s40468-024-00298-w.
19. Saraswati P, Devi A. Mixed methods-research methodology an overview. Mathews Journal of Nursing and Health Care. 2023;5(4):1-3. doi: 10.30654/MJNH.100024.
20. Unesco. Media and Information Literacy: A Curriculum for Teachers: UNESCO Publishing; 2021.
21. Deterding S, Dixon D, Khaled R, Nacke L, editors. From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments; 2011.
22. Baierschmidt J. A principled approach to utilizing digital games in the language learning classroom. The JALT CALL Journal. 2013;9(3):307-15. doi: 10.29140/jaltcall.v9n3.j162.
23. Dörnyei Z. Research methods in applied linguistics: Quantitative, qualitative, and mixed methodologies: Oxford University Press; 2007.
24. Bhandari P. Independent vs. dependent variables | Definition & examples. Scribbr. 2023.
Downloads
Published
Submitted
Revised
Accepted
Issue
Section
License
Copyright (c) 2025 Parvaneh Pedram (Author); Farhad Fahandezh Saadi; Shahram Afraz (Author)

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.