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

Main Article Content

Supong Tangkiengsirisin
Pimsiri Taylor
Phromphat Thansirichaisree

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.

Article Details

How to Cite
Tangkiengsirisin, S., Taylor, P., & Thansirichaisree, P. (2026). 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. LEARN Journal: Language Education and Acquisition Research Network, 19(1), 480–502. https://doi.org/10.70730/UFRC4620
Section
Research Articles

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