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September 10, 2025Journal of Awareness1 citationsOpen Access

Implementing and evaluating the impact of English vocabulary activities based on digital games

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YKYuYu KuanCLCarlos Lenin Álvarez LlerenaLRLourdes Ruiz

Key Points

  • Using digital games improved students' vocabulary acquisition and participation in the classroom.
  • The study showed significant increases in vocabulary knowledge metrics following game-based activities.
  • Participants engaged with tools like Kahoot and Quizlet to enhance their learning experience.
  • Findings suggest that integrating digital games into EFL teaching methods may boost motivation and learning outcomes.

Abstract

Vocabulary acquisition is essential for English as a Foreign Language (EFL) students. This study explores how implementing activities based on digital games optimizes vocabulary learning in the EFL context. Twenty-four Ecuadorian EFL students with A2 English proficiency participated in this research. Vocabulary strategies, authentic and accurate tasks provided real-life context for meaningful communication using digital games such as Kahoot, Quizizz, Quizlet, and Duolingo. In this action research, pre and post-tests, observation checklists, semi structured interviews, and questionnaires were applied to gather information on the participants. The study findings showed that using these technological tools increased students’ vocabulary knowledge and motivation to participate in the classroom. Furthermore, this study analyzed pedagogical implications and suggestions based on students’ perceptions and opinions regarding applying digital games to increase student’s English vocabulary.

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Cite This Study

Kuan et al. (2024) studied this question.

synapsesocial.com/papers/68c1e17054b1d3bfb60fe77ahttps://doi.org/10.26809/joa.2109
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