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 |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1508788 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Items | – Name: Title Label: Title Group: Ti Data: 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 – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Supong+Tangkiengsirisin%22">Supong Tangkiengsirisin</searchLink><br /><searchLink fieldCode="AR" term="%22Pimsiri+Taylor%22">Pimsiri Taylor</searchLink><br /><searchLink fieldCode="AR" term="%22Phromphat+Thansirichaisree%22">Phromphat Thansirichaisree</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22LEARN+Journal%3A+Language+Education+and+Acquisition+Research+Network%22"><i>LEARN Journal: Language Education and Acquisition Research Network</i></searchLink>. 2026 19(1):464-486. – Name: Avail Label: Availability Group: Avail 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 – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 23 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – 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="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Role+Playing%22">Role Playing</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Vocabulary+Development%22">Vocabulary Development</searchLink><br /><searchLink fieldCode="DE" term="%22Business+Education%22">Business Education</searchLink><br /><searchLink fieldCode="DE" term="%22English+%28Second+Language%29%22">English (Second Language)</searchLink><br /><searchLink fieldCode="DE" term="%22Second+Language+Learning%22">Second Language Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Telecommunications%22">Telecommunications</searchLink><br /><searchLink fieldCode="DE" term="%22Handheld+Devices%22">Handheld Devices</searchLink><br /><searchLink fieldCode="DE" term="%22Undergraduate+Students%22">Undergraduate Students</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Effectiveness%22">Program Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Thailand%22">Thailand</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2630-0672<br />2672-9431 – Name: Abstract Label: Abstract Group: Ab 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' 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.] – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1508788 |
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| RecordInfo | BibRecord: BibEntity: 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 Type: general – SubjectFull: Telecommunications Type: general – SubjectFull: Handheld Devices Type: general – SubjectFull: Undergraduate Students Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Program Effectiveness Type: general – 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 Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Supong Tangkiengsirisin – PersonEntity: Name: NameFull: Pimsiri Taylor – PersonEntity: Name: NameFull: Phromphat Thansirichaisree IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 2630-0672 – Type: issn-electronic Value: 2672-9431 Numbering: – Type: volume Value: 19 – Type: issue Value: 1 Titles: – TitleFull: LEARN Journal: Language Education and Acquisition Research Network Type: main |
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