Research Article

Gamification on English Vocabulary Acquisition: A Quasi-Experimental Study

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Psych Educ Multidisc J, 2026, 51 (9), 1118-1122, DOI: https://doi.org/10.70838/pemj.510902, ISSN 2822-4353
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Abstract

English vocabulary acquisition is a critical foundation of second language learning, yet many urban public schools in the Philippines face challenges such as overcrowded classrooms, low student engagement, and limited instructional resources. This study examined the effect of gamification on English vocabulary acquisition among Grade 9 students in an urban public high school in Pagadian City. Using a quasi-experimental pretest–posttest control group design, 70 students were divided into an experimental group (n = 35) and a control group (n = 35). The experimental group received gamified vocabulary instruction using digital platforms such as Kahoot! and Quizizz, while the control group was taught using traditional methods. The intervention lasted for ten weeks. A 60-item Vocabulary Acquisition Test measuring receptive and productive skills (α = .90) was administered as a pre-test and a post-test. Results showed that both groups had comparable vocabulary levels before the intervention. After the treatment, the experimental group demonstrated a significant increase in overall vocabulary performance with a large effect size, while the control group showed only minimal improvement. Post-test comparisons revealed that students exposed to gamified instruction significantly outperformed those in the traditional group. Furthermore, gamification had strong positive effects on both receptive and productive vocabulary skills. The findings indicate that integrating game elements such as points, competition, and immediate feedback can greatly enhance student motivation, engagement, and vocabulary retention. Gamification, therefore, serves as an effective and practical strategy for improving English vocabulary learning in urban ESL classrooms. The study recommends the integration of gamified activities into regular English instruction and supports teacher training and policy initiatives that promote innovative, technology-based learning approaches.

Keywords philippines gamification digital learning quasi-experimental design Vocabulary acquisition ESL learners urban high school

The team behind this paper

9 authors, 1 institution.

This paper Saint Columban College — Philippines Saint Columban College 9 authors Jefrael Paragas — corresponding author JP Jefrael Paragas ✉ Zinky Celestial ZC Zinky Celestial Locelyn Cristy Lanzaderas LL Locelyn Cristy Lanzaderas Marvin Manlangit MM Marvin Manlangit Rowina Pestañas RP Rowina Pestañas Danilanice Fabriga DF Danilanice Fabriga Charisse Quimpano CQ Charisse Quimpano Al-Jr Lubguban AL Al-Jr Lubguban Mae Tulabing MT Mae Tulabing

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This article is token #7095 of SciMatic Articles (ERC-1155): 1,000,000 tokens, minted once, never more. The chain also stores a fingerprint (SHA-256) of the article's record, so anyone can check that it has not been altered.

HolderWalletTokens
SciMatic 0xc35709…277732 100,000 (10%)
Jefrael Paragas 0x69DC80…734Ec4 100,000 (10%)
Zinky Celestial 0x87405d…ec802d 100,000 (10%)
Locelyn Cristy Lanzaderas 0xFCeB88…216324 100,000 (10%)
Marvin Manlangit 0x2B17f4…54a0F3 100,000 (10%)
Rowina Pestañas 0xEBf27f…E70AB2 100,000 (10%)
Danilanice Fabriga 0xFEF469…01501a 100,000 (10%)
Charisse Quimpano 0xed544d…4CcD80 100,000 (10%)
Al-Jr Lubguban 0x88562F…3D43FB 100,000 (10%)
Mae Tulabing 0x350BA2…D1bB22 100,000 (10%)
Content hash 0x1406f285a779ac594408e238d494e562e5771d61e572884dd00a088d45bc1fb6

Bibliographic Information

Jefrael Paragas, Zinky Celestial, Locelyn Cristy Lanzaderas, Marvin Manlangit, Rowina Pestañas, Danilanice Fabriga, Charisse Quimpano, Al-Jr Lubguban, Mae Tulabing, (2026). Gamification on English Vocabulary Acquisition: A Quasi-Experimental Study, Psychology and Education: A Multidisciplinary Journal, 51(9): 1118-1122
Bibtex Citation
@article{jefrael_paragas2026pemj,
author = {Jefrael Paragas and Zinky Celestial and Locelyn Cristy Lanzaderas and Marvin Manlangit and Rowina Pestañas and Danilanice Fabriga and Charisse Quimpano and Al-Jr Lubguban and Mae Tulabing},
title = {Gamification on English Vocabulary Acquisition: A Quasi-Experimental Study},
journal = {Psychology and Education: A Multidisciplinary Journal},
year = {2026},
volume = {51},
number = {9},
pages = {1118-1122},
doi = {10.70838/pemj.510902},
url = {https://scimatic.org/show_manuscript/7095}
}
APA Citation
Paragas, J., Celestial, Z., Lanzaderas, L.C., Manlangit, M., Pestañas, R., Fabriga, D., Quimpano, C., Lubguban, A., Tulabing, M., (2026). Gamification on English Vocabulary Acquisition: A Quasi-Experimental Study. Psychology and Education: A Multidisciplinary Journal, 51(9), 1118-1122. https://doi.org/10.70838/pemj.510902

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