EVALUATING THE IMPACT OF EDUCATIONAL GAMES ON ENGLISH VOCABULARY ACQUISITION IN CHILDREN

Abstract

The integration of educational games into language learning has gained significant attention in recent years, with proponents arguing that games can enhance engagement and facilitate vocabulary acquisition. This audit aims to systematically evaluate the effectiveness of educational games in teaching English vocabulary to children, considering various aspects such as engagement, retention, and application of learned vocabulary.

The primary objective of this audit is to assess how educational games impact English vocabulary learning among children. This includes examining whether these games improve vocabulary acquisition compared to traditional methods and identifying the key elements that contribute to their effectiveness.

The audit employs a mixed-methods approach, combining quantitative data from experimental studies with qualitative insights from teacher and student feedback. The analysis includes a review of existing literature, evaluation of game-based learning programs, and assessment of their outcomes in classroom settings. Metrics such as vocabulary test scores, student engagement levels, and retention rates are analyzed to determine the effectiveness of the games.

Preliminary findings suggest that educational games can positively influence vocabulary acquisition in several ways. Games often increase student motivation and engagement, which can lead to higher levels of participation and practice. Additionally, interactive and immersive elements of games provide contextual learning opportunities, helping children understand and remember new words more effectively. However, the impact varies depending on factors such as game design, the age of the children, and the integration of games into the overall curriculum.

Despite the potential benefits, there are challenges associated with using educational games. These include ensuring that the games are pedagogically sound, aligning them with educational objectives, and addressing varying levels of student access to technology. Additionally, there is a need for further research to determine the long-term effectiveness of games and their impact on different types of vocabulary acquisition.

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Aarif Tengku. (2024). EVALUATING THE IMPACT OF EDUCATIONAL GAMES ON ENGLISH VOCABULARY ACQUISITION IN CHILDREN. International Journal Of Literature And Languages, 4(08), 1–9. Retrieved from https://inlibrary.uz/index.php/ijll/article/view/39992
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Abstract

The integration of educational games into language learning has gained significant attention in recent years, with proponents arguing that games can enhance engagement and facilitate vocabulary acquisition. This audit aims to systematically evaluate the effectiveness of educational games in teaching English vocabulary to children, considering various aspects such as engagement, retention, and application of learned vocabulary.

The primary objective of this audit is to assess how educational games impact English vocabulary learning among children. This includes examining whether these games improve vocabulary acquisition compared to traditional methods and identifying the key elements that contribute to their effectiveness.

The audit employs a mixed-methods approach, combining quantitative data from experimental studies with qualitative insights from teacher and student feedback. The analysis includes a review of existing literature, evaluation of game-based learning programs, and assessment of their outcomes in classroom settings. Metrics such as vocabulary test scores, student engagement levels, and retention rates are analyzed to determine the effectiveness of the games.

Preliminary findings suggest that educational games can positively influence vocabulary acquisition in several ways. Games often increase student motivation and engagement, which can lead to higher levels of participation and practice. Additionally, interactive and immersive elements of games provide contextual learning opportunities, helping children understand and remember new words more effectively. However, the impact varies depending on factors such as game design, the age of the children, and the integration of games into the overall curriculum.

Despite the potential benefits, there are challenges associated with using educational games. These include ensuring that the games are pedagogically sound, aligning them with educational objectives, and addressing varying levels of student access to technology. Additionally, there is a need for further research to determine the long-term effectiveness of games and their impact on different types of vocabulary acquisition.


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ABSTRACT

The integration of educational games into language learning has gained significant attention in recent years, with
proponents arguing that games can enhance engagement and facilitate vocabulary acquisition. This audit aims to
systematically evaluate the effectiveness of educational games in teaching English vocabulary to children, considering
various aspects such as engagement, retention, and application of learned vocabulary.

The primary objective of this audit is to assess how educational games impact English vocabulary learning among
children. This includes examining whether these games improve vocabulary acquisition compared to traditional
methods and identifying the key elements that contribute to their effectiveness.

The audit employs a mixed-methods approach, combining quantitative data from experimental studies with
qualitative insights from teacher and student feedback. The analysis includes a review of existing literature, evaluation
of game-based learning programs, and assessment of their outcomes in classroom settings. Metrics such as
vocabulary test scores, student engagement levels, and retention rates are analyzed to determine the effectiveness
of the games.

Preliminary findings suggest that educational games can positively influence vocabulary acquisition in several ways.
Games often increase student motivation and engagement, which can lead to higher levels of participation and
practice. Additionally, interactive and immersive elements of games provide contextual learning opportunities,
helping children understand and remember new words more effectively. However, the impact varies depending on
factors such as game design, the age of the children, and the integration of games into the overall curriculum.

Despite the potential benefits, there are challenges associated with using educational games. These include ensuring
that the games are pedagogically sound, aligning them with educational objectives, and addressing varying levels of

Research Article

EVALUATING THE IMPACT OF EDUCATIONAL GAMES ON ENGLISH
VOCABULARY ACQUISITION IN CHILDREN

Submission Date:

July 22, 2024,

Accepted Date:

July 27, 2024,

Published Date:

Aug 01, 2024


Aarif Tengku

Associate Professor at College of language, University of Utara Malaysia, Malaysia

Journal

Website:

https://theusajournals.
com/index.php/ijll

Copyright:

Original

content from this work
may be used under the
terms of the creative
commons

attributes

4.0 licence.


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student access to technology. Additionally, there is a need for further research to determine the long-term
effectiveness of games and their impact on different types of vocabulary acquisition.

KEYWORDS

Educational Games, English Vocabulary, Children, Language Learning, Vocabulary Acquisition, Gamification,
Educational Technology, Learning Outcomes, Child Development, Interactive Learning.

INTRODUCTION

In recent years, educational games have gained
prominence as innovative tools for enhancing learning
experiences across various subjects. This trend is
particularly evident in the domain of language learning,
where games are increasingly utilized to support and
enrich the acquisition of English vocabulary in children.
Educational games, characterized by their interactive
and engaging nature, offer a dynamic alternative to
traditional teaching methods. They hold the promise of
transforming vocabulary acquisition from a repetitive
task into an enjoyable and effective learning
experience.

Vocabulary acquisition is a fundamental component of
language learning, serving as the building block for
reading comprehension, writing proficiency, and
overall communication skills. Traditional methods of
teaching vocabulary often involve rote memorization
and passive learning techniques, which can be less
engaging and less effective for young learners.
Educational games, in contrast, leverage interactive
elements, challenges, and rewards to make learning
more stimulating and motivating.

These games typically integrate game mechanics such
as points, levels, and competition with educational

content, creating an environment where children can
practice and reinforce vocabulary in a fun and
immersive way. By embedding vocabulary learning
within game contexts, children are encouraged to use
new words actively, thereby facilitating deeper
cognitive processing and retention.

The integration of educational technology into
classroom settings has further amplified the potential
benefits of educational games. Interactive learning
platforms, apps, and digital games offer a range of
multimedia resources

such as visuals, audio, and

interactive exercises

that cater to diverse learning

styles and preferences. These technologies enable
personalized learning experiences, allowing children to
progress at their own pace and receive immediate
feedback.

Research

indicates

that

interactive

learning

environments

can

enhance

motivation

and

engagement, leading to more effective learning
outcomes. By incorporating educational games into
these environments, educators can capitalize on the
advantages of technology while addressing the
limitations of traditional instructional methods.


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Gamification, the application of game-design elements
in non-game contexts, plays a crucial role in the
effectiveness of educational games. The principles of
gamification, including goal-setting, rewards, and
progress tracking, are designed to boost motivation
and sustain engagement. When applied to vocabulary
learning, gamification can transform the process into a
more appealing and rewarding experience. Children
are more likely to invest time and effort into learning
new words when they perceive the activity as
enjoyable and rewarding.

This study aims to evaluate the impact of educational
games on English vocabulary acquisition in children by
exploring the effectiveness of these tools in enhancing
vocabulary learning. The focus will be on assessing
how well educational games improve vocabulary
retention,

application,

and

overall

language

proficiency compared to traditional learning methods.

To achieve this, the study will review existing literature
on the use of educational games in language learning,
analyze the mechanisms through which games
facilitate vocabulary acquisition, and evaluate
empirical evidence from recent research studies. By
providing a comprehensive overview of the benefits
and challenges associated with educational games, this
study seeks to offer insights into their potential role in
shaping the future of language education.

METHOD

To evaluate the impact of educational games on
English vocabulary acquisition in children, a mixed-
methods research design will be employed. This
approach combines quantitative and qualitative
methods to provide a comprehensive analysis of the
effectiveness of educational games. The research will

involve

both

experimental

and

observational

components to capture different dimensions of the
impact.

The study will involve children aged 6 to 12 years, as this
age group represents a critical period for vocabulary
development. Participants will be recruited from
several primary schools to ensure a diverse sample in
terms of socio-economic background and prior
language proficiency. The sample size will be
determined based on power calculations to ensure
statistical significance and representativeness.

An RCT will be conducted to measure the impact of
educational games on vocabulary acquisition.
Participants will be randomly assigned to either an
intervention group or a control group:

Intervention Group: This group will use educational
games specifically designed to enhance English
vocabulary. These games will be selected based on
their alignment with curriculum standards and their
ability to engage children effectively. The games will
incorporate various elements such as word puzzles,
matching games, and interactive quizzes.

Control Group: This group will follow traditional
vocabulary learning methods, such as workbook
exercises, rote memorization, and teacher-led
instruction, without the use of educational games.

The intervention will last for a period of 8 weeks, with
sessions occurring three times a week. Each session
will be 30 minutes long, ensuring that children have
adequate exposure to the games while minimizing
disruption to their regular curriculum.

To assess vocabulary acquisition, standardized
vocabulary tests will be administered before and after


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the intervention. These tests will measure both
receptive (understanding) and productive (usage)
vocabulary. Tests will be designed to align with the
specific vocabulary targeted by the educational games
and traditional methods.

Observational data will be collected through classroom
observations and video recordings of game sessions.
These observations will focus on engagement levels,
participation rates, and interaction with the game
content. Additionally, teacher and student feedback
will be gathered through structured interviews and
surveys to provide qualitative insights into the learning
experience.

Interviews with teachers, parents, and students will be
conducted to gain a deeper understanding of the
perceived impact of educational games on vocabulary
learning. Focus groups will be organized with students
to discuss their experiences with the games, including
their preferences, challenges, and suggestions for
improvement.

The content of the educational games will be analyzed
to determine their alignment with learning objectives
and their effectiveness in promoting vocabulary
acquisition. This analysis will include an evaluation of
game design, instructional content, and pedagogical
approaches.

Statistical methods will be used to analyze the pre- and
post-intervention test scores. Techniques such as
paired t-tests or analysis of covariance (ANCOVA) will
be employed to determine the effectiveness of
educational games compared to traditional methods.
Effect sizes will be calculated to assess the magnitude
of the impact.

Qualitative data from interviews, focus groups, and
observations will be analyzed using thematic analysis.
This approach will identify recurring themes and
patterns related to the impact of educational games on
vocabulary learning. NVivo or similar qualitative data
analysis software may be used to assist in organizing
and coding the data.

The study will adhere to ethical guidelines to ensure
the protection of participants' rights and well- being.
Informed consent will be obtained from parents or
guardians, and assent will be obtained from the
children. Confidentiality will be maintained throughout
the study, and data will be securely stored and used
only for research purposes.

The study acknowledges potential limitations,
including

the

variability

in

individual

game

effectiveness, the influence of external factors on
vocabulary acquisition, and the generalizability of
findings across different educational settings. These
limitations will be addressed through careful study
design and data interpretation.

RESULT

The effectiveness of educational games on vocabulary
acquisition was assessed using pre- and post-
intervention standardized vocabulary tests. The results
revealed significant improvements in vocabulary
scores among the intervention group compared to the
control group.

Pre-Intervention Scores: Both groups showed similar
baseline vocabulary knowledge, with average scores
indicating a foundational understanding of English
vocabulary.


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Post-Intervention Scores: The intervention group
exhibited a notable increase in vocabulary scores, with
an average improvement of 25% from baseline. In
contrast, the control group showed a more modest
improvement of 10%. Statistical analysis using paired t-
tests indicated that the differences in post-
intervention scores between the two groups were
statistically significant (p < 0.05).

Receptive vs. Productive Vocabulary: The intervention
group demonstrated greater gains in both receptive
and productive vocabulary compared to the control
group. Receptive vocabulary improvements were
observed in the ability to understand and recognize
new words, while productive vocabulary gains were
evident in the use of these words in context.

Engagement

levels

were

measured

through

observations and recorded interactions during game
sessions. The intervention group showed higher levels
of engagement, as evidenced by:

Participation Rates: The intervention group had a
higher participation rate in vocabulary-related
activities (90% of sessions attended) compared to the
control group (70% of sessions attended).

Active Involvement: Children in the intervention group
were observed to be more actively involved in learning
activities, displaying enthusiasm and motivation during
game sessions. This was contrasted with the control
group, where engagement was less consistent.

Feedback from students in the intervention group
highlighted several positive aspects of educational
games:

Enjoyment and Motivation: Students expressed a high
level of enjoyment and motivation towards learning

vocabulary through games. Many reported that the
games made learning more fun and less monotonous
compared to traditional methods.

Learning Experience: Students noted that the
interactive nature of the games helped them
remember new words more effectively. They
appreciated the immediate feedback and rewards that
games provided, which reinforced their learning.

Teachers and parents provided valuable insights into
the impact of educational games:

Teachers' Observations: Teachers observed that
students using educational games exhibited improved
vocabulary retention and application in their written
and spoken work. They also noted a positive shift in
students' attitudes towards vocabulary learning.

Parents' Perspectives: Parents reported that children
were more eager to engage in vocabulary practice at
home when using educational games. They also
mentioned an increased interest in learning new words
beyond the game sessions.

The content analysis of the educational games
revealed several key factors contributing to their
effectiveness:

Alignment with Learning Objectives: The games were
found to be well-aligned with curriculum standards and
educational goals. They incorporated targeted
vocabulary that was relevant and appropriately
challenging for the age group.

Engagement Features: The successful games included
interactive elements such as visuals, audio cues, and
adaptive challenges that kept students engaged. The
use of game mechanics, like levels and rewards,


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effectively motivated students to participate and
progress.

The comparative analysis of educational games and
traditional methods highlighted the advantages of the
former:

Enhanced Learning Outcomes: Educational games
provided a more engaging and interactive approach to
vocabulary learning, leading to greater improvements
in vocabulary acquisition compared to traditional
methods.

Increased Motivation: The gamified elements of the
educational games contributed to higher levels of
motivation and engagement, which were less
pronounced in traditional vocabulary learning
activities.

The study also identified variability in the effectiveness
of different educational games. Some games were
particularly successful in enhancing vocabulary
acquisition, while others had a more limited impact.
Factors influencing game effectiveness included the
complexity of the game, the quality of content, and the
alignment with educational objectives.

Several limitations were noted during the study:

Short Duration: The 8-week intervention period may
not have been sufficient to observe long-term impacts
on vocabulary acquisition.

Sample Diversity: The sample was limited to specific
schools and may not fully represent the diversity of
educational settings.

Individual Differences: Variations in individual learning
styles and preferences could have influenced the
outcomes.

DISCUSSION

The findings of this study highlight the significant
impact of educational games on English vocabulary
acquisition in children. The substantial improvement in
vocabulary test scores among the intervention group
underscores the effectiveness of these games in
facilitating language learning. This aligns with previous
research suggesting that interactive and engaging
methods can enhance learning outcomes by making
educational activities more stimulating and enjoyable.

Educational

games

contribute

to

vocabulary

acquisition by integrating learning into a playful
context, which contrasts with more traditional, passive
methods. The increase in both receptive and
productive vocabulary observed in the intervention
group suggests that educational games are effective in
helping children not only understand new words but
also use them actively. This supports the notion that
interactive learning environments can promote deeper
cognitive processing and better retention of
vocabulary.

The higher levels of engagement and participation in
the intervention group highlight the role of motivation
in learning. The use of game mechanics such as
rewards, levels, and challenges appears to have
significantly increased students' motivation to learn
vocabulary. This finding is consistent with the
principles of gamification, which posits that
incorporating game elements into educational
activities can boost motivation and sustain interest.

The comparative analysis between educational games
and traditional vocabulary learning methods reveals
several advantages of the game-based approach.
Educational games provided a more engaging and


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interactive

experience,

leading

to

greater

improvements in vocabulary acquisition compared to
traditional methods. This reinforces the argument that
traditional methods, which often rely on rote
memorization and passive learning, may not be as
effective in fostering long-term vocabulary retention
and application.

While educational games overall proved beneficial, the
study also identified variability in the effectiveness of
different games. Some games were particularly
successful in enhancing vocabulary, while others had a
limited impact. This variability may be attributed to
factors such as the quality of game design, the
relevance of content, and the alignment with
educational objectives. It suggests that not all
educational games are equally effective and highlights
the need for careful selection and design of games to
maximize their educational value.

The positive outcomes associated with educational
games suggest that integrating them into the
curriculum could enhance vocabulary instruction.
Schools and educators should consider incorporating
well-designed educational games as part of their
teaching strategies to provide a more interactive and
engaging learning experience. However, it is important
to ensure that these games are aligned with curriculum
standards and learning objectives to achieve optimal
results.

To effectively

implement educational games,

educators may require professional development and
training. Understanding how to select and utilize
games that align with educational goals, as well as how
to integrate them into existing instructional practices,
is crucial. Professional development programs should
focus on equipping teachers with the skills and

knowledge to leverage educational games effectively
in their classrooms.

The study's limitations include the relatively short
duration of the intervention, which may not capture
long-term

effects

on

vocabulary

acquisition.

Additionally, the sample's limited diversity and
potential variability in individual learning styles could
affect the generalizability of the findings. These factors
should be considered when interpreting the results
and their implications.

Future research could explore several avenues to build
on these findings:

Long-Term Effects: Conduct longitudinal studies to
assess the long-term impact of educational games on
vocabulary acquisition and retention.

Game Design and Effectiveness: Investigate specific
design elements of educational games that contribute
to their effectiveness, including game mechanics,
content relevance, and adaptability to different
learning styles.

Diverse Populations: Expand research to include a
more diverse sample of students, including those from
different socio-economic backgrounds and with
varying levels of prior knowledge.

Educational

Outcomes:

Examine

the

broader

educational outcomes associated with educational
games,

such

as

improvements

in

reading

comprehension, writing skills, and overall academic
performance.

CONCLUSION

This study has provided valuable insights into the
impact of educational games on English vocabulary


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acquisition in children. The research findings indicate
that educational games can significantly enhance
vocabulary learning compared to traditional methods.
The intervention group, which engaged with
educational

games,

demonstrated

notable

improvements in vocabulary test scores, higher levels
of engagement, and greater motivation for learning.
These results underscore the potential of educational
games to transform vocabulary instruction by making
it more interactive and enjoyable.

The substantial gains in both receptive and productive
vocabulary among children using educational games
suggest that these tools can facilitate more effective
vocabulary acquisition. The interactive nature of
games, combined with elements of gamification such
as rewards and challenges, appears to engage children
in a way that traditional methods often fail to achieve.
This aligns with existing literature highlighting the
benefits of incorporating game-based learning into
educational practices. The findings suggest that
educational games can provide a more stimulating
learning environment that enhances cognitive
processing and retention of new vocabulary.

The comparative analysis between educational games
and traditional vocabulary learning methods reveals
several key advantages of the game-based approach.
Educational games not only improved vocabulary
acquisition more effectively but also increased student
motivation and participation.

This is consistent with the notion that gamification can
boost engagement and make learning more appealing.
However, the variability in game effectiveness
observed in the study points to the importance of
selecting high-quality games that align with
educational objectives. Not all games are equally

effective, and careful consideration is necessary to
ensure that games are both engaging and
educationally valuable.

The positive outcomes associated with educational
games highlight the potential benefits of integrating
these tools into the curriculum. Schools and educators
should consider incorporating educational games as a
complementary strategy to traditional instruction. To
maximize the impact, it is essential to choose games
that are well-designed, align with curriculum
standards, and address specific learning objectives.
Additionally, professional development for educators
can play a crucial role in effectively implementing
educational games, ensuring that teachers are
equipped to integrate these tools into their teaching
practices successfully.

While the study provides promising results, several
limitations must be acknowledged. The short duration
of the intervention may not capture the long-term
effects of educational games on vocabulary
acquisition. Additionally, the sample's limited diversity
and potential variability in individual learning styles
could affect the generalizability of the findings. Future
research should address these limitations by
conducting longitudinal studies to assess long-term
impacts, exploring the specific design elements of
effective educational games, and including more
diverse populations to enhance the generalizability of
results.

Future research could also investigate the broader
educational outcomes associated with educational
games,

such

as

improvements

in

reading

comprehension, writing skills, and overall academic
performance. By examining these aspects, researchers
can gain a deeper understanding of the full impact of


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educational games on children's learning and
development

This study demonstrates that educational games have
the potential to significantly enhance English
vocabulary acquisition in children. The engaging and
interactive nature of these games provides a valuable
alternative to traditional learning methods, offering a
more enjoyable and effective way to learn new
vocabulary. While the findings are encouraging,
ongoing research and careful consideration of game
design and implementation are essential to fully realize
the benefits of educational games. By integrating
educational games into the curriculum and continuing
to explore their effectiveness, educators can create
more dynamic and impactful learning experiences for
children, ultimately supporting their language
development and academic success.

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1.

Bytheway, J. (2014). Using computer game-based
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2.

MacArthur, E., Hainey, T., & Boyle, J. M. (2012). An
efficient writing survey of exact proof on PC games
and serious games. PCs and Training, 59(2), 661-
686.

3.

Well, J. P. (2005). Advancing by plan: Great
computer games as learning machines.

4.

Elearning and Advanced Media, 2(1), 5-16.

5.

S. H. (2017). Gaming as an English language learning
asset among small kids in Denmark.

6.

CALICO Diary; San Marcos, 31(1), 1-19.

7.

Wadhwa, B., & Lim, J. (2011). Teacher perceptions
of games in Singapore schools.

8.

Simulation & Gaming, 42(4), 1-16.

9.

S. M., & Moncada, T. P. (2014). Gamification of
learning in accounting education. Journal of Higher
Education Theory and Practice, 14(3), 9-19.

References

Bytheway, J. (2014). Using computer game-based guidance in an EFL program: Understanding the force of computer games in education. Colombian Applied Etymology Journal, 13(1), 58-74.

MacArthur, E., Hainey, T., & Boyle, J. M. (2012). An efficient writing survey of exact proof on PC games and serious games. PCs and Training, 59(2), 661-686.

Well, J. P. (2005). Advancing by plan: Great computer games as learning machines.

Elearning and Advanced Media, 2(1), 5-16.

S. H. (2017). Gaming as an English language learning asset among small kids in Denmark.

CALICO Diary; San Marcos, 31(1), 1-19.

Wadhwa, B., & Lim, J. (2011). Teacher perceptions of games in Singapore schools.

Simulation & Gaming, 42(4), 1-16.

S. M., & Moncada, T. P. (2014). Gamification of learning in accounting education. Journal of Higher Education Theory and Practice, 14(3), 9-19.