Implementing FunBingo as a Video Game to Increase EFL Students' Motivation to Learn Vocabulary
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| Title: | Implementing FunBingo as a Video Game to Increase EFL Students' Motivation to Learn Vocabulary |
|---|---|
| Language: | English |
| Authors: | Ana Quinonez-Beltran (ORCID |
| Source: | Educational Process: International Journal. Article e2025567 2025 19. |
| Availability: | UNIVERSITEPARK Limited. iTOWER Plaza (No61, 9th floor) Merkez Mh Akar Cd No3, Sisli, Istanbul, Turkey 34382. e-mail: editor@edupij.com; Web site: http://www.edupij.com/ |
| Peer Reviewed: | Y |
| Page Count: | 17 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Elementary Education Grade 7 Junior High Schools Middle Schools Secondary Education |
| Descriptors: | Video Games, Game Based Learning, English (Second Language), Second Language Instruction, Vocabulary Development, Preadolescents, Student Satisfaction, Student Motivation, Program Effectiveness, Foreign Countries, Technology Uses in Education, Grade 7, Student Attitudes |
| Geographic Terms: | Ecuador |
| ISSN: | 2147-0901 2564-8020 |
| Abstract: | Background/purpose: Digital games have been recognized as valuable tools for creating motivating, interactive learning environments, particularly for vocabulary learning. In this line, the purpose of the present study is to determine the impact of the FunBingo video game on students' motivation to learn English as a Foreign Language vocabulary. Materials/methods: The research process lasted five months. A quasi-experimental design with a quantitative approach was used with a sample of 416 public school participants (242 females and 174 males) aged 11 to 12. Their proficiency in English was A1 according to the Common European Framework. The students were divided into an experimental and a control group; the control group was assigned to learn vocabulary using traditional resources, while the experimental group used the FunBingo game. Data were collected using a survey and pre-test and post-test techniques with their corresponding validated instruments (a motivation questionnaire and multiple-choice questionnaires, respectively). The data were analyzed using SPSS software. Results: Findings demonstrate that key motivational constructs, such as enjoyment, interest, and satisfaction, were fostered by the FunBingo video game in EFL vocabulary learning. Besides, the results confirmed meaningful gains: the experimental group outperformed the control group (H = 14.61, p = 0.00013) and showed substantial pre-to post-test improvement (H = 225.04, p < 0.00001), with a moderate-to-large time-factor effect (n[superscript 2] = 0.271 Conclusion: FunBingo significantly increased students' motivation and contributed positively to vocabulary learning, demonstrating the potential of gamified tools to enhance learner engagement and retention. |
| Abstractor: | As Provided |
| Entry Date: | 2025 |
| Accession Number: | EJ1491086 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1491086 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1491086 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Implementing FunBingo as a Video Game to Increase EFL Students' Motivation to Learn Vocabulary – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Ana+Quinonez-Beltran%22">Ana Quinonez-Beltran</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-5722-1096">0000-0002-5722-1096</externalLink>)<br /><searchLink fieldCode="AR" term="%22Elsa+Morocho-Cuenca%22">Elsa Morocho-Cuenca</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-2573-1593">0000-0002-2573-1593</externalLink>)<br /><searchLink fieldCode="AR" term="%22Carmen+Benitez-Correa%22">Carmen Benitez-Correa</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-9745-4938">0000-0001-9745-4938</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Educational+Process%3A+International+Journal%22"><i>Educational Process: International Journal</i></searchLink>. Article e2025567 2025 19. – Name: Avail Label: Availability Group: Avail Data: UNIVERSITEPARK Limited. iTOWER Plaza (No61, 9th floor) Merkez Mh Akar Cd No3, Sisli, Istanbul, Turkey 34382. e-mail: editor@edupij.com; Web site: http://www.edupij.com/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 17 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Elementary+Education%22">Elementary Education</searchLink><br /><searchLink fieldCode="EL" term="%22Grade+7%22">Grade 7</searchLink><br /><searchLink fieldCode="EL" term="%22Junior+High+Schools%22">Junior High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Middle+Schools%22">Middle Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Video+Games%22">Video Games</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22English+%28Second+Language%29%22">English (Second Language)</searchLink><br /><searchLink fieldCode="DE" term="%22Second+Language+Instruction%22">Second Language Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Vocabulary+Development%22">Vocabulary Development</searchLink><br /><searchLink fieldCode="DE" term="%22Preadolescents%22">Preadolescents</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Satisfaction%22">Student Satisfaction</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Effectiveness%22">Program Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Grade+7%22">Grade 7</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Ecuador%22">Ecuador</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2147-0901<br />2564-8020 – Name: Abstract Label: Abstract Group: Ab Data: Background/purpose: Digital games have been recognized as valuable tools for creating motivating, interactive learning environments, particularly for vocabulary learning. In this line, the purpose of the present study is to determine the impact of the FunBingo video game on students' motivation to learn English as a Foreign Language vocabulary. Materials/methods: The research process lasted five months. A quasi-experimental design with a quantitative approach was used with a sample of 416 public school participants (242 females and 174 males) aged 11 to 12. Their proficiency in English was A1 according to the Common European Framework. The students were divided into an experimental and a control group; the control group was assigned to learn vocabulary using traditional resources, while the experimental group used the FunBingo game. Data were collected using a survey and pre-test and post-test techniques with their corresponding validated instruments (a motivation questionnaire and multiple-choice questionnaires, respectively). The data were analyzed using SPSS software. Results: Findings demonstrate that key motivational constructs, such as enjoyment, interest, and satisfaction, were fostered by the FunBingo video game in EFL vocabulary learning. Besides, the results confirmed meaningful gains: the experimental group outperformed the control group (H = 14.61, p = 0.00013) and showed substantial pre-to post-test improvement (H = 225.04, p < 0.00001), with a moderate-to-large time-factor effect (n[superscript 2] = 0.271 Conclusion: FunBingo significantly increased students' motivation and contributed positively to vocabulary learning, demonstrating the potential of gamified tools to enhance learner engagement and retention. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1491086 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1491086 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 17 Subjects: – SubjectFull: Video Games Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: English (Second Language) Type: general – SubjectFull: Second Language Instruction Type: general – SubjectFull: Vocabulary Development Type: general – SubjectFull: Preadolescents Type: general – SubjectFull: Student Satisfaction Type: general – SubjectFull: Student Motivation Type: general – SubjectFull: Program Effectiveness Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Technology Uses in Education Type: general – SubjectFull: Grade 7 Type: general – SubjectFull: Student Attitudes Type: general – SubjectFull: Ecuador Type: general Titles: – TitleFull: Implementing FunBingo as a Video Game to Increase EFL Students' Motivation to Learn Vocabulary Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Ana Quinonez-Beltran – PersonEntity: Name: NameFull: Elsa Morocho-Cuenca – PersonEntity: Name: NameFull: Carmen Benitez-Correa IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 2147-0901 – Type: issn-electronic Value: 2564-8020 Numbering: – Type: volume Value: 19 Titles: – TitleFull: Educational Process: International Journal Type: main |
| ResultId | 1 |