Research Article
The effect of using online games on learning English language grammar and vocabulary by primary third-grade students
More Detail
1 The Hashemite University, Zarqa, JORDAN* Corresponding Author
International Journal of Professional Development, Learners and Learning, 7(2), July 2025, e2514, https://doi.org/10.30935/ijpdll/16353
Submitted: 28 January 2024, Published Online: 06 May 2025, Published: 01 July 2025
OPEN ACCESS 177 Views 76 Downloads
ABSTRACT
Online games are considered as one of the most significant techniques in educational technology due to proven applications. They are used as a new method to improve English vocabulary and grammar for the English as a second language. This study aims to determine the effectiveness of using online games as technology based learning method among primary third-grade students (74 male and female students) in learning vocabulary and grammar. Quantitative data was collected by testing the students’ achievement scores via a pre- and a post-test to see their improvement of grammar and vocabulary. The experimental group was taught using online games in which the students were involved, whereas the control group was taught using regular methods such as drills and pictures that depend on repetition. Statistical analyses were conducted for all experimental findings. The findings of the study revealed that employing educational online games, as an interactive learning technique, dramatically increased learning vocabulary and grammar. The mean ± standard deviation values for the achievement pre-test for two groups were 11.8 ± 3.1 and 9.8 ± 5.4, whereas the post-test values were 19.7 ± 2.3, and 11.3 ± 5.0. This proves the successful implementation of teaching and learning using online games in educational technology. In light of our findings, using online games teaching, learners improve their achievement through acquiring new vocabulary easily with correct grammar.
CITATION (APA)
Yousef, A. A. A., & Abuhmaid, A. (2025). The effect of using online games on learning English language grammar and vocabulary by primary third-grade students. International Journal of Professional Development, Learners and Learning, 7(2), e2514. https://doi.org/10.30935/ijpdll/16353
REFERENCES
- Al-Eqabi, B. N. R., & Alnoori, B. S. M. (2021). The influence of using digital games in language teaching. Multidisciplinary International Journal, 1(7), 2454–8103.
- Almusharraf, N., Aljasser, M., Dalbani, H., & Alsheikh, D. (2023). Gender differences in utilizing a game-based approach within the EFL online classrooms. Heliyon, 9(2), Article e13136. https://doi.org/10.1016/j.heliyon.2023.e13136
- AlNatour, A. S., & Hijazi, D. (2018). The impact of using electronic games on teaching English vocabulary for kindergarten students. US-China Foreign Language, 16(4), 193–205. https://doi.org/10.17265/1539-8080/2018.04.001
- Azman, H., & Dollsaid, N. F. (2018). Appling massively multiplayer online games (MMOGs) in EFL teaching. Arab World English Journal, 9(4), 3–18. https://doi.org/10.24093/awej/vol9no4.1
- Bakhsh, S. A. (2016). Using games as a tool in teaching vocabulary to young learners. English Language Teaching, 9(7), 120–128. https://doi.org/10.5539/elt.v9n7p120
- Bavi, F. (2018). The effect of using fun activities on learning vocabulary at the elementary level. Journal of Language Teaching and Research, 9(3), 629–639. https://doi.org/10.17507/jltr.0903.24
- Calvo-Ferrer, J. (2017). Educational games as stand-alone learning tools and their motivational effects on L2 vocabulary acquisition and perceived learning gains. British Journal of Educational Technology, 48(2), 264–278. https://doi.org/10.1111/bjet.12387
- Cam, L., & Tran, T. T. M. (2017). An evaluation of using games in teaching English grammar for first-year English-majored students at Dong Nai technology university. International Journal of Learning, Teaching, and Educational Research, 16(7), 55–71.
- Castillo-Cuesta, L. (2020). Using digital games for enhancing EFL grammar and vocabulary in higher education. International Journal of Emerging Technologies in Learning, 15(20), 116–129. https://doi.org/10.3991/ijet.v15i20.16159
- Chen, Z.-H., & Lee, S.-Y. (2018). Application-driven educational game to assist young children in learning English vocabulary. Journal of Educational Technology & Society, 21(1), 70–81.
- Çil, E. (2021), The effect of using wordwall.net in increasing vocabulary knowledge of 5th grade EFL students. Language Education & Technology, 1(1), 21–28.
- Da Silva, R. L. (2014). Video games as an opportunity for informal English language learning: Theoretical considerations. The ESPecialist, 35, 155–169.
- Efendi, O. (2013). The effects of using games on English vocabulary learning. Journal of Applied Linguistics and Language Research, 2(3), 39–47.
- Furdu, I., Tomozei, C., & Köse, U. (2017). Pros and cons gamification and gaming in classroom. BRAIN. Broad Research in Artificial Intelligence and Neuroscience, 8(2), 56–62.
- Hashim, H., Rafiq, K. R. M., & Yunus, M. M. (2019). Improving ESL learners’ grammar with gamified learning. Arab World English Journal, 4(5), 41–50. https://doi.org/10.24093/awej/call5.4
- Hasram, H., Nasir, M. K. M., Mohamad, M., Daud, M. Y., Abd Rahman, M. J., & Mohammad, W. M. R. W. (2021). The effects of word wall online games (WOW) on English language vocabulary learning among year 5 pupils. Theory and Practice in Language Studies, 11(9), 1059–1066. https://doi.org/10.17507/tpls.1109.11
- Hou, H.-T. (2011). Learning English with online game: A preliminary analysis of the status of learners’ learning, playing and interaction. In M. Chang, W.-Y. Hwang, M.-P. Chen, & W. Müller (Eds.), Edutainment 2011, Lecture Notes in Computer Science (vol. 6872, pp. 191–194). Springer-Verlag Berlin Heidelberg. https://doi.org/10.1007/978-3-642-23456-9_35
- Ibrahim, N. (2016). Games for teaching grammar to young learners. Indonesian Journal of Integrated English Language Teaching, 2(1), 49–63.
- Klimova, B. F. (2015). Games in the teaching of English. Procedia- Social and Behavioral Sciences, 191, 1157–1160. https://doi.org/10.1016/j.sbspro.2015.04.312
- Lorenset, C. C., & Henrique Soufen Tumolo, C. (2019). Vocabulary acquisition in English as a foreign language: Digital game playing The Sims. Revista Linguagem & Ensino, 22(4), 1002–1019. https://doi.org/10.15210/rle.v22i4.16642
- Mursidin, M., Mursidin, I. I., & Asrang, A. (2022). The impacts of online games on students’ English achievement. Indonesian Journal of Education, 2(1), 1–11. https://doi.org/10.54443/injoe.v2i1.6
- Nur, M. R. O., & Ardita, Y., & Oliviera, B. (2020). Digital native students’ perspectives of online games use for learning grammar in English class at Avizena.edu private course. Jurnal Studi Guru dan Pembelajaran, 3(1) 2654–6477. https://doi.org/10.30605/jsgp.3.1.2020.236
- Rao, V. C. S. (2020). Trends in the theories of language learning and methods of teaching ESL/EFL/ESP. Journal for Research Scholars and Professionals of English Language Teaching, 19(4), 2456–8104.
- Rosydiyah, A., Asari, S., Maruf, N. (2022). The effectiveness of word wall online games as technology-based learning on grammar quality among junior high students. Budapest International Research and Critics Institute-Journal, 5(3), 27627–27633.
- Safitri, D., Awalia, S., Sekaringtyas, T., Nuraini, S., Lestari, I., Suntari, Y., Marini, A., Iskandar, R., & Sudrajat, A. (2022). Improvement of student learning motivation through word-wall-based digital game media. International Journal of Interactive Mobile Technologies, 16(06), 188–205. https://doi.org/10.3991/ijim.v16i06.25729
- Saleh, A. M., & Ahmed Althaqafi, A. S. (2022). The effect of using educational games as a tool in teaching English vocabulary to Arab young children: A quasi-experimental study in a kindergarten school in Saudi Arabia. Sage Open, 12(1). https://doi.org/10.1177/21582440221079806
- Sandamali, K. P. S. (2020). The effectiveness of using games on primary stage students for the achievement of English language skills. International Journal of Advance Research and Innovative Ideas in Education, 6(5), Article 12766.
- Seli, S. (2015). Teaching English through online games for junior high school students. Premise Journal of English Education, 4(1). https://doi.org/10.24127/pj.v4i1.281
- Sipayung, R. W. (2018). The effect of word wall strategy on students’ vocabulary achievement at SMP Negeri 5 Pematangsiantar in the academic year 2018/2019. Budapest International Research and Critics Institute (BIRCI-Journal) Humanities and Social Sciences, 1(3), 251–263. https://doi.org/10.33258/birci.v1i3.48
- Sirbu, A. (2017). The benefits of games in teaching vocabulary to primary students. Bacau, 20(2), 137–148.
- Taheri, M. (2014). The effect of using language games on vocabulary retention of Iranian elementary EFL learners. Journal of Language Teaching and Research, 5(3), 544–549. https://doi.org/10.4304/jltr.5.3.544-549
- Thompson, C. G., & van Gillern, S. (2020). Video-games-based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis. Educational Research Review, 30, Article 100332. https://doi.org/10.1016/j.edurev.2020.100332
- Turner, P. E., Johnston, E., Kebritchi, M., Evans, S., & Heflich, D. A. (2018). Influence of online computer games on the academic achievement of nontraditional undergraduate students. Cogent Education, 5(1), Article 1437671. https://doi.org/10.1080/2331186X.2018.1437671
- Veronika, U. P., Arianti, A., Nurnaningsih, & Astuti, P. I. (2018). Learning English vocabulary through online games: Case study of students in 4th grade of state elementary school (SDN) Jombor 01, Sukoharjo, Central Java, Indonesia. International Journal of Multicultural and Multireligious Understanding, 5(4), 470–477. https://doi.org/10.18415/ijmmu.v5i4.433
- Vasileiadou, L., & Makrina, Z. (2017). Using online computer games in the ELT classroom: A case study. English Language Teaching, 10(12), 134–150. https://doi.org/10.5539/elt.v10n12p134
- Wardani.H., R. C., Saputro, I. E., & Rusli, S. Z. (2020). Online game towards the students’ vocabulary of technology and information department at Unimuda Sorong. Jurnal Pendidikan Bahasa, 7(1), 27–34. https://doi.org/10.36232/jurnalpendidikanbahasa.v7i1.439