From Play to Proficiency: Gamification in Vocabulary Acquisition
Year: 2026
Type: article
Study design: Observational Study
Abstract: The objective of this study is to examine how games can impact vocabulary learning among 6th-grade students and to determine students’ perceptions of game-based learning in vocabulary acquisition. The research was conducted using a survey model, with a sample that included students from selected 6th-grade classes. Data were collected through a questionnaire designed to identify preferences and difficulties in learning vocabulary. The results of the study revealed that game-based learning significantly improved students’ ability to remember and use new vocabulary. Based on these findings, I created a game named "Friendly Crossword" to integrate vocabulary learning with gameplay. The findings suggest that using games, particularly "Friendly Crossword," is an effective and engaging method for improving vocabulary learning among 6th-grade students. This study highlights the importance of interactive and student-centered approaches in language education.
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: green
OpenAlex ID: W7159835604
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