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August 7, 2026Cogent EducationOpen Access

Gamification’s impact on vocabulary acquisition in intermediate-level English learners: case study, National University of Science and Technology, Oman

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Authors

HAHuda AlyaniZSZouhaier SlimiFAFarah Al Alawi

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Overview

Quasi-experimental study examines gamified instruction effects on vocabulary gains in Omani higher education, suggesting effective mechanics matter more than tools.

Key Points

  • This study aims to explore how different instructional methods, specifically gamification, influence vocabulary acquisition among intermediate English learners.
  • Quasi-experimental design with two groups: traditional instruction (n = 26) and gamified instruction (n = 28) over 12 weeks.
  • Data collection included pre- and post-vocabulary tests, motivation surveys, and structured classroom observations.
  • Quantitative analysis employed independent-samples t-tests and Hedges’ g effect sizes; qualitative data analyzed thematically.
  • Gamification group showed larger vocabulary gains (M = +2.79, SD = 1.64) compared to control (M = +1.00, SD = 1.12), t(52) = 4.68, p < 0.001, Hedges’ g = 0.90 [95% CI: 0.34, 1.46].
  • 82% of gamification participants improved significantly, while 7% showed no gain, illustrating critical boundary conditions for gamified instruction.
  • Thematic analysis revealed engagement was driven by specific gamification mechanics like challenges and collaboration, rather than superficial rewards.

Cite This Study

Alyani et al. (2026) studied this question.

synapsesocial.com/papers/6a758b54847ab6d26c01ec22https://doi.org/10.1080/2331186x.2026.2699476
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