The Effectiveness of Construct 2-Based Educational Games in Enhancing Arabic Vocabulary Acquisition and Listening Skills Among Junior High School Students
DOI:
https://doi.org/10.26555/insyirah.v8i2.13928Keywords:
Arabic learning, Game-based learning, Vocabulary, Listening skillsAbstract
Secondary-school Arabic teachers frequently report low student involvement, limited vocabulary growth, and weak listening comprehension when instruction relies mainly on lectures. To address these issues, the present study tested whether instructional games created with the Construct 2 engine could improve vocabulary and listening skills among junior-high learners. Adopting a quasi-experimental, non-equivalent control-group pretest-posttest design, the research arranged participants into three sections: an experimental group taught with Construct 2 games, a positive control group receiving enriched traditional lessons, and a negative control group exposed solely to lecture delivery. ANCOVA analysis uncovered a statistically significant group effect, F(2, 26) = 65.14, p = .021, accompanied by a large η² = 0.95. Follow-up post hoc comparisons showed that the experimental group (M = 75.6) outpaced both control sections (M = 68.9 and M = 67.2, p < .001). Overall, results indicate that game-based learning can reliably enhance receptive language abilities and warrants further adoption in Arabic classrooms. These findings speak directly to how teachers and administrators might structure courses and introduce new techniques, especially where money and materials are scarce.
References
Abbott, D. (2019). Game-based learning for postgraduates: An empirical study of an educational game to teach research skills. Higher Education Pedagogies, 4(1), 80–104. https://doi.org/10.1080/23752696.2019.1629825
Almelhes, S. A. (2024). Gamification for teaching the Arabic language to non-native speakers: A systematic literature review. Frontiers in Education, 9, 1371955. https://doi.org/10.3389/feduc.2024.1371955
Al-Nofaie, H. (2020). Saudi University Students’ Perceptions towards Virtual Education During Covid-19 Pandemic: A Case Study of Language Learning via Blackboard. Arab World English Journal, 11(3), 4–20. https://doi.org/10.24093/awej/vol11no3.1
Alzamil, J. (2021). Listening Skills: Important but Difficult to Learn. Arab World English Journal, 12(3), 366–374. https://doi.org/10.24093/awej/vol12no3.25
Asadi, I. A. (2020). The Contribution of Linguistic and Cognitive Measures to Listening Comprehension among Arabic-speaking Kindergartners. Literacy Research and Instruction, 59(1), 1–16. https://doi.org/10.1080/19388071.2019.1662143
Barz, N., Benick, M., Dörrenbächer-Ulrich, L., & Perels, F. (2024). The Effect of Digital Game-Based Learning Interventions on Cognitive, Metacognitive, and Affective-Motivational Learning Outcomes in School: A Meta-Analysis. Review of Educational Research, 94(2), 193–227. https://doi.org/10.3102/00346543231167795
Bilic, S., & Thai, T. (2023). ‘One day I will make it to university’: Students from Refugee Backgrounds in University Pathway Programs. International Journal of Learning, Teaching and Educational Research, 22(4), 217–241. https://doi.org/10.26803/ijlter.22.4.13
Boytchev, P., & Boytcheva, S. (2020). Gamified Evaluation in STEAM for Higher Education: A Case Study. Information, 11(6), 316. https://doi.org/10.3390/info11060316
Buckmaster, J. L., Urick, A., & Ford, T. G. (2024). A Quasi-Experimental, Longitudinal Study of Grade Retention on Language Outcomes for English Language Learners. Journal of Education for Students Placed at Risk (JESPAR), 29(4), 332–362. https://doi.org/10.1080/10824669.2023.2202324
Çakıroğlu, Ü., Başıbüyük, B., Güler, M., Atabay, M., & Yılmaz Memiş, B. (2017). Gamifying an ICT course: Influences on engagement and academic performance. Computers in Human Behavior, 69, 98–107. https://doi.org/10.1016/j.chb.2016.12.018
Chan, S., & Lo, N. (2024). Enhancing EFL/ESL instruction through gamification: A comprehensive review of empirical evidence. Frontiers in Education, 9, 1395155. https://doi.org/10.3389/feduc.2024.1395155
Cockerham, D. (2024). Participatory action research: Building understanding, dialogue, and positive actions in a changing digital environment. Educational Technology Research and Development, 72(5), 2763–2791. https://doi.org/10.1007/s11423-023-10294-1
Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review. Education and Information Technologies, 29(2), 1279–1317. https://doi.org/10.1007/s10639-022-11548-w
Fütterer, T., Scherer, R., Scheiter, K., Stürmer, K., & Lachner, A. (2023). Will, skills, or conscientiousness: What predicts teachers’ intentions to participate in technology-related professional development? Computers & Education, 198, 104756. https://doi.org/10.1016/j.compedu.2023.104756
Gay, L. R., Mills, G. E., & Airasian, P. W. (2011). Educational Research: Competencies for Analysis and Applications. Pearson Education.
González Alonso, J., Bernabeu, P., Silva, G., DeLuca, V., Poch, C., Ivanova, I., & Rothman, J. (2025). Starting from the very beginning: Unraveling Third Language (L3) Development with Longitudinal Data from Artificial Language Learning and EEG. International Journal of Multilingualism, 22(1), 119–142. https://doi.org/10.1080/14790718.2024.2415993
Guan, X., Feng, X., & Islam, A. Y. M. A. (2023). The dilemma and countermeasures of educational data ethics in the age of intelligence. Humanities and Social Sciences Communications, 10(1), 138. https://doi.org/10.1057/s41599-023-01633-x
Helvich, J., Novak, L., Mikoska, P., & Hubalovsky, S. (2023). A Systematic Review of Gamification and Its Assessment in EFL Teaching: International Journal of Computer-Assisted Language Learning and Teaching, 13(1), 1–21. https://doi.org/10.4018/IJCALLT.322394
Hsu, H.-C. K., Wang, C. V., & Levesque-Bristol, C. (2019). Reexamining the impact of self-determination theory on learning outcomes in the online learning environment. Education and Information Technologies, 24(3), 2159–2174. https://doi.org/10.1007/s10639-019-09863-w
Kassem, M. A. M. (2018). The Effect of a Suggested In-service Teacher Training Program Based on MALL Applications on Developing EFL Students’ Vocabulary Acquisition. Journal of Language Teaching and Research, 9(2), 250. https://doi.org/10.17507/jltr.0902.05
Kazu, İ. Y., & Kuvvetli, M. (2023). A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition. Education and Information Technologies, 28(10), 13541–13567. https://doi.org/10.1007/s10639-023-11756-y
Lampropoulos, G., & Sidiropoulos, A. (2024). Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning. Education Sciences, 14(4), 367. https://doi.org/10.3390/educsci14040367
Mahmud, S. N. D., Husnin, H., & Tuan Soh, T. M. (2020). Teaching Presence in Online Gamified Education for Sustainability Learning. Sustainability, 12(9), 3801. https://doi.org/10.3390/su12093801
Méndez-Giménez, A., Del Pilar Mahedero-Navarrete, M., Puente-Maxera, F., & De Ojeda, D. M. (2022). Effects of the Sport Education model on adolescents’ motivational, emotional, and well-being dimensions during a school year. European Physical Education Review, 28(2), 380–396. https://doi.org/10.1177/1356336X211047866
Metruk, R. (2024). Mobile-assisted language learning and pronunciation instruction: A systematic literature review. Education and Information Technologies, 29(13), 16255–16282. https://doi.org/10.1007/s10639-024-12453-0
Nguyen, A., Ngo, H. N., Hong, Y., Dang, B., & Nguyen, B.-P. T. (2023). Ethical principles for artificial intelligence in education. Education and Information Technologies, 28(4), 4221–4241. https://doi.org/10.1007/s10639-022-11316-w
Pérez-Jorge, D., Olmos-Raya, E., González-Contreras, A. I., & Pérez-Pérez, I. (2025). Technologies applied to education in the learning of English as a second language. Frontiers in Education, 10, 1481708. https://doi.org/10.3389/feduc.2025.1481708
Rodríguez-Ferrer, J. M., Manzano-León, A., Fernández-Jiménez, C., Luque De La Rosa, A., Fernández-Campoy, J. M., & Aguilar-Parra, J. M. (2023). Shall we play together? Game-based learning for engagement and classroom climate in Spanish socially deprived communities. Frontiers in Psychology, 14, 1163441. https://doi.org/10.3389/fpsyg.2023.1163441
Shortt, M., Tilak, S., Kuznetcova, I., Martens, B., & Akinkuolie, B. (2023). Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020. Computer Assisted Language Learning, 36(3), 517–554. https://doi.org/10.1080/09588221.2021.1933540
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.2018.05.028
Tabacu, S., Badea, A., & Sandu, A. (2023). Complex Analysis of an Auxetic Structure under Compressive Loads. Sustainability, 15(8), 6805. https://doi.org/10.3390/su15086805
Tahir, R., & Wang, A. I. (2024). Evaluating the effectiveness of game-based learning for teaching refugee children Arabic using the integrated LEAGUÊ-GQM approach. Behaviour & Information Technology, 43(1), 110–138. https://doi.org/10.1080/0144929X.2022.2156386
Tashakkori, A., & Teddlie, C. (2010). SAGE Handbook of Mixed Methods in Social & Behavioral Research. SAGE Publications, Inc. https://doi.org/10.4135/9781506335193
Videnovik, M., Vold, T., Kiønig, L., Madevska Bogdanova, A., & Trajkovik, V. (2023). Game-based learning in computer science education: A scoping literature review. International Journal of STEM Education, 10(1), 54. https://doi.org/10.1186/s40594-023-00447-2
Wang, R., & Li, W. (2024). Comparative Analysis of Ecological Discourse From the Perspective of Appraisal Theory: The Ponds and The Pond in Winter in Walden. Theory and Practice in Language Studies, 14(8), 2426–2437. https://doi.org/10.17507/tpls.1408.15
Zhang, Z. (2014). How Canadian and Chinese High School Students Access and Use ICT: An Exploratory Study. Journal of Educational Technology Development and Exchange, 7(1). https://doi.org/10.18785/jetde.0701.02
Zhou, S. (2024). Gamifying language education: The impact of digital game-based learning on Chinese EFL learners. Humanities and Social Sciences Communications, 11(1), 1518. https://doi.org/10.1057/s41599-024-04073-3
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Mohammad Ahsanuddin, Muhammad Ahsan Thoriq, Najma Auliya' Maulidah Ahsan, Farika Riskiyah

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.






