The Application of Game-Based Learning in Saudi English Language Classrooms

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Title: The Application of Game-Based Learning in Saudi English Language Classrooms
Language: English
Authors: Yasir Ahmed Ali, Muhammad Mooneeb Ali (ORCID 0000-0002-0356-320X), Issa Saad AlQurashi, Muhammad Imran, Ubaid Ullah Ubaid
Source: International Journal of Game-Based Learning. 2025 15(1).
Availability: IGI Global. 701 East Chocolate Avenue, Hershey, PA 17033. Tel: 866-342-6657; Tel: 717-533-8845; Fax: 717-533-8661; Fax: 717-533-7115; e-mail: journals@igi-global.com; Web site: https://www.igi-global.com/journals/
Peer Reviewed: Y
Page Count: 21
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Tests/Questionnaires
Education Level: Elementary Education
Grade 7
Junior High Schools
Middle Schools
Secondary Education
Descriptors: Foreign Countries, Game Based Learning, English (Second Language), Second Language Instruction, Technology Uses in Education, Vocabulary Development, Grade 7, Program Effectiveness, Constructivism (Learning), Males
Geographic Terms: Saudi Arabia (Riyadh)
DOI: 10.4018/ijgbl.387647
ISSN: 2155-6849
2155-6857
Abstract: Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the participants. The study was carried out in Riyadh, the capital of Saudi Arabia. A total of 15 private schools and 150 learners from Grade 7 comprised the sample of the study. The schools and the learners were picked by a simple random sampling method, while Riyadh was chosen by purposive sampling. An initial test was conducted, and based on the test scores, the test-takers were placed into control and experimental groups. The treatment period was 15 days. Finally, a post-test was taken to record the performance of both groups. It was observed that the experimental group outperformed the control group in the final test.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1483369
Database: ERIC
FullText Text:
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PubType: Academic Journal
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IllustrationInfo
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  Data: The Application of Game-Based Learning in Saudi English Language Classrooms
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  Data: English
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  Data: <searchLink fieldCode="AR" term="%22Yasir+Ahmed+Ali%22">Yasir Ahmed Ali</searchLink><br /><searchLink fieldCode="AR" term="%22Muhammad+Mooneeb+Ali%22">Muhammad Mooneeb Ali</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-0356-320X">0000-0002-0356-320X</externalLink>)<br /><searchLink fieldCode="AR" term="%22Issa+Saad+AlQurashi%22">Issa Saad AlQurashi</searchLink><br /><searchLink fieldCode="AR" term="%22Muhammad+Imran%22">Muhammad Imran</searchLink><br /><searchLink fieldCode="AR" term="%22Ubaid+Ullah+Ubaid%22">Ubaid Ullah Ubaid</searchLink>
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  Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Game-Based+Learning%22"><i>International Journal of Game-Based Learning</i></searchLink>. 2025 15(1).
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  Data: IGI Global. 701 East Chocolate Avenue, Hershey, PA 17033. Tel: 866-342-6657; Tel: 717-533-8845; Fax: 717-533-8661; Fax: 717-533-7115; e-mail: journals@igi-global.com; Web site: https://www.igi-global.com/journals/
– Name: PeerReviewed
  Label: Peer Reviewed
  Group: SrcInfo
  Data: Y
– Name: Pages
  Label: Page Count
  Group: Src
  Data: 21
– Name: DatePubCY
  Label: Publication Date
  Group: Date
  Data: 2025
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  Data: Journal Articles<br />Reports - Research<br />Tests/Questionnaires
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  Label: Education Level
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  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="%22Foreign+Countries%22">Foreign Countries</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="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Vocabulary+Development%22">Vocabulary Development</searchLink><br /><searchLink fieldCode="DE" term="%22Grade+7%22">Grade 7</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Effectiveness%22">Program Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Constructivism+%28Learning%29%22">Constructivism (Learning)</searchLink><br /><searchLink fieldCode="DE" term="%22Males%22">Males</searchLink>
– Name: Subject
  Label: Geographic Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Saudi+Arabia+%28Riyadh%29%22">Saudi Arabia (Riyadh)</searchLink>
– Name: DOI
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  Data: 10.4018/ijgbl.387647
– Name: ISSN
  Label: ISSN
  Group: ISSN
  Data: 2155-6849<br />2155-6857
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the participants. The study was carried out in Riyadh, the capital of Saudi Arabia. A total of 15 private schools and 150 learners from Grade 7 comprised the sample of the study. The schools and the learners were picked by a simple random sampling method, while Riyadh was chosen by purposive sampling. An initial test was conducted, and based on the test scores, the test-takers were placed into control and experimental groups. The treatment period was 15 days. Finally, a post-test was taken to record the performance of both groups. It was observed that the experimental group outperformed the control group in the final test.
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  Data: As Provided
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  Label: Entry Date
  Group: Date
  Data: 2025
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  Label: Accession Number
  Group: ID
  Data: EJ1483369
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1483369
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        Value: 10.4018/ijgbl.387647
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      – Text: English
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        PageCount: 21
    Subjects:
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Game Based Learning
        Type: general
      – SubjectFull: English (Second Language)
        Type: general
      – SubjectFull: Second Language Instruction
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      – SubjectFull: Technology Uses in Education
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      – SubjectFull: Vocabulary Development
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      – SubjectFull: Grade 7
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      – SubjectFull: Program Effectiveness
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      – SubjectFull: Constructivism (Learning)
        Type: general
      – SubjectFull: Males
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      – SubjectFull: Saudi Arabia (Riyadh)
        Type: general
    Titles:
      – TitleFull: The Application of Game-Based Learning in Saudi English Language Classrooms
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            NameFull: Yasir Ahmed Ali
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            NameFull: Muhammad Mooneeb Ali
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            NameFull: Ubaid Ullah Ubaid
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