The Effects of Role-Playing Gamification on Business Vocabulary Learning and Motivation: A Study of CEFR-Based Language Learning Mobile Application for Thai Undergraduate Students

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Title: The Effects of Role-Playing Gamification on Business Vocabulary Learning and Motivation: A Study of CEFR-Based Language Learning Mobile Application for Thai Undergraduate Students
Language: English
Authors: Supong Tangkiengsirisin, Pimsiri Taylor, Phromphat Thansirichaisree
Source: LEARN Journal: Language Education and Acquisition Research Network. 2026 19(1):464-486.
Availability: Language Institute of Thammasat University. The Prachan Campus, 2 Prachan Road, Bangkok 10200 Thailand. e-mail: learnjournal@gmail.com; Web site: https://www.tci-thaijo.org/index.php/learn
Peer Reviewed: Y
Page Count: 23
Publication Date: 2026
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Role Playing, Gamification, Vocabulary Development, Business Education, English (Second Language), Second Language Learning, Telecommunications, Handheld Devices, Undergraduate Students, Game Based Learning, Foreign Countries, Program Effectiveness, Student Motivation
Geographic Terms: Thailand
ISSN: 2630-0672
2672-9431
Abstract: Role playing games and gamification contribute to enhanced vocabulary learning and increased learner motivation. Little research, however, examines these impacts of role-playing gamification amongst EFL learners practicing business English skills outside of class time. This study aims to investigate the effects of role-playing gamification on business vocabulary learning and motivation through a CEFR-based language learning application. The research participants were 21 Thai undergraduate students who autonomously played language learning games in the mobile application outside of class time for a duration of 4 weeks. Pre-post vocabulary test and intrinsic motivation inventory (IMI) questionnaire were used as main research instruments. Through quantitative data analysis, the paired t-test results showed significant improvement in participants' business vocabulary performance. Nonetheless, descriptive statistical analysis of questionnaire data showed moderate levels of motivation in all sub-scales (M<4). The results of this study suggest beneficial roles of role-playing gamification in out-of-class language learning. Implications on mobile application game design and motivation for language learning are also discussed. [Note: The publication year (2025) shown in the citation on the PDF is incorrect. The correct publication year is 2026.]
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1508788
Database: ERIC
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  Data: Language Institute of Thammasat University. The Prachan Campus, 2 Prachan Road, Bangkok 10200 Thailand. e-mail: learnjournal@gmail.com; Web site: https://www.tci-thaijo.org/index.php/learn
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  Data: Role playing games and gamification contribute to enhanced vocabulary learning and increased learner motivation. Little research, however, examines these impacts of role-playing gamification amongst EFL learners practicing business English skills outside of class time. This study aims to investigate the effects of role-playing gamification on business vocabulary learning and motivation through a CEFR-based language learning application. The research participants were 21 Thai undergraduate students who autonomously played language learning games in the mobile application outside of class time for a duration of 4 weeks. Pre-post vocabulary test and intrinsic motivation inventory (IMI) questionnaire were used as main research instruments. Through quantitative data analysis, the paired t-test results showed significant improvement in participants&#39; business vocabulary performance. Nonetheless, descriptive statistical analysis of questionnaire data showed moderate levels of motivation in all sub-scales (M&lt;4). The results of this study suggest beneficial roles of role-playing gamification in out-of-class language learning. Implications on mobile application game design and motivation for language learning are also discussed. [Note: The publication year (2025) shown in the citation on the PDF is incorrect. The correct publication year is 2026.]
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RecordInfo BibRecord:
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    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 23
        StartPage: 464
    Subjects:
      – SubjectFull: Role Playing
        Type: general
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Vocabulary Development
        Type: general
      – SubjectFull: Business Education
        Type: general
      – SubjectFull: English (Second Language)
        Type: general
      – SubjectFull: Second Language Learning
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      – SubjectFull: Telecommunications
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      – SubjectFull: Handheld Devices
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      – SubjectFull: Undergraduate Students
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      – SubjectFull: Game Based Learning
        Type: general
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Program Effectiveness
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      – SubjectFull: Student Motivation
        Type: general
      – SubjectFull: Thailand
        Type: general
    Titles:
      – TitleFull: The Effects of Role-Playing Gamification on Business Vocabulary Learning and Motivation: A Study of CEFR-Based Language Learning Mobile Application for Thai Undergraduate Students
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