Enhancing EFL Writing Proficiency Among Undergraduates through Gamified Vocabulary Instruction: A Mixed-Methods Investigation of Word Wall Integration

Authors

  • Roseline Jesudas

    Department of Languages and Translation, Northern Border University, Arar 91431, Saudi Arabia

  • Yasmeen Alruwaili

    Department of Languages and Translation, Northern Border University, Arar 91431, Saudi Arabia

  • Sajeena Gayathrri

    Department of Languages and Translation, Northern Border University, Arar 91431, Saudi Arabia

DOI:

https://doi.org/10.30564/fls.v7i12.10421
Received: 9 June 2025 | Revised: 19 September 2025 | Accepted: 29 September 2025 | Published Online: 7 November 2025

Abstract

This study investigates the impact of Word Wall activities on enhancing the writing skills of undergraduate English as a Foreign Language (EFL) students at Northern Border University. Acknowledging the challenges EFL learners encounter in developing academic and expressive writing, the research explores how visually engaging and interactive vocabulary strategies can facilitate written language acquisition. Utilizing a mixed-methods research design, data were systematically collected from a sample of 120 female students enrolled in Levels 7 and 8. The data collection process included numerical tests to gather measurable data that could be analyzed statistically, along with personal reflections to gain a deeper understanding of individual experiences. The results show a meaningful improvement in students' writing skills, especially in using a variety of words, correct grammar, and clear organization, with average scores of 4.79 and 4.93, and a strong statistical measure of 0.366 (p < 0.001). Participants reported increased motivation, enhanced vocabulary retention, and greater confidence in writing tasks. These findings underscore the pedagogical value of Word Wall activities as an effective approach to developing writing proficiency in EFL contexts. The study recommends integrating vocabulary-focused strategies into writing instruction to support learners in academic and professional communication. Future research may explore the digital implementation of Word Walls to enhance accessibility and engagement.

Keywords:

Autonomous Learning; Digital Game-Based Learning (DGBL); Word Wall; Learner Engagement; Vocabulary Acquisition; Writing Proficiency

References

[1] Nasution, A.K.P., Batubara, M.H., Munandar, I., et al., 2022. A Systematic Review of the Benefits and Challenges of Online Learning During the COVID-19 Pandemic. Jurnal Mantik. 6(2), 1534–1541.

[2] Brown, H.D., 2017. Language Assessment: Principles and Classroom Practices, 3rd ed. Pearson Education: Hoboken, NJ, USA.

[3] Al-Azzam, B.A.S., 2021. Investigating the Impact of Game-Based Learning on Vocabulary Achievement and Motivation Among EFL Learners. Arab World English Journal. 12(1), 3–18. DOI: https://doi.org/10.24093/awej/vol12no1.1

[4] Alsawaier, R.S., 2018. The Effect of Gamification on Motivation and Engagement. International Journal of Information Learning Technology. 35(1), 56–79. DOI: https://doi.org/10.1108/IJILT-02-2017-0009

[5] Nation, I.S.P., 2013. Learning Vocabulary in Another Language, 2nd ed. Cambridge University Press: Cambridge, UK.

[6] Hyland, K., 2019. Second Language Writing. Cambridge University Press: Cambridge, UK.

[7] Nation, I.S.P., 2001. Learning Vocabulary in Another Language. Cambridge University Press: Cambridge, UK.

[8] Bawa, P., 2016. Retention in Online Courses: Exploring Issues and Solutions—A Literature Review. SAGE Open. 6(1), 2158244015621777. DOI: https://doi.org/10.1177/2158244015621777

[9] Dörnyei, Z., Ushioda, E., 2011. Teaching and Researching Motivation, 2nd ed. Pearson Education: Harlow, UK.

[10] Gee, J.P., 2003. What Video Games Have to Teach Us About Learning and Literacy? Computers in Entertainment (CIE). 1(1), 1–20. DOI: http://dx.doi.org/10.1145/950566.950595

[11] Su, C.H., Cheng, C.H., 2015. A Mobile Gamification Learning System for Improving the Learning Motivation and Achievements. Journal of Computer Assisted Learning. 31(3), 268–286. DOI: https://doi.org/10.1111/jcal.12088

[12] Abdullah, M.Y., Hussin, S., Hammad, Z.M., et al., 2021. Exploring the Effects of Flipped Classroom Model Implementation on EFL Learners' Self-Confidence in English Speaking Performance. In: Al-Emran, M., Shaalan, K., Hassanien, A.E. (eds.). Recent Advances in Intelligent Systems and Smart Applications, Vol. 295. Springer International Publishing: Cham, Switzerland. pp. 223–241. DOI: https://doi.org/10.1007/978-3-030-47411-9_13

[13] Yunus, M.M., Azman, M.A., 2019. Memory Stay or Stray? Irregular Verbs Learning Using Kahoot! Arab World English Journal. (5), 206–219. DOI: https://dx.doi.org/10.24093/awej/call5.15

[14] Prensky, M., 2001. Digital Game-Based Learning. McGraw-Hill: New York, NY, USA.

[15] Deterding, S., Dixon, D., Khaled, R., et al., 2011. From Game Design Elements to Gamefulness: Defining "Gamification." In Proceedings of the 15th International Academic MindTrek Conference, Tampere, Finland, 28–30 September 2011. pp. 9–15. DOI: https://doi.org/10.1145/2181037.2181040

[16] Hamari, J., Koivisto, J., Sarsa, H., 2014. Does Gamification Work? A Literature Review of Empirical Studies on Gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences, Waikoloa, HI, USA, 6–9 January 2014; pp. 3025–3034. DOI: https://doi.org/10.1109/HICSS.2014.377

[17] Alqahtani, M., Mohammad, H., 2022. The Effectiveness of Digital Game-Based Learning on EFL Students' Vocabulary Acquisition and Motivation. Arab World English Journal. 13(1), 173–195. DOI: https://doi.org/10.24093/awej/vol13no1.12

[18] Lin, T.J., Lan, Y.J., 2015. Language Learning in Virtual Reality Environments: Past, Present, and Future. Educational Technology & Society. 18(4), 486–497.

[19] Plass, J.L., Homer, B.D., Kinzer, C.K., 2015. Foundations of Game-Based Learning. Educational Psychologist. 50(4), 258–283. DOI: https://doi.org/10.1080/00461520.2015.1122533

[20] Yip, F.W., Kwan, A.C., 2006. Online Vocabulary Games as a Tool for Teaching and Learning English Vocabulary. Education Media International. 43(3), 233–249. DOI: http://dx.doi.org/10.1080/09523980600641445

[21] Richards, J.C., Rodgers, T.S., 2014. Approaches and Methods in Language Teaching, 3rd ed. Cambridge University Press: Cambridge, UK. DOI: https://doi.org/10.1017/9781009024532

[22] Clark, R.C., Mayer, R.E., 2016. E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning, 4th ed. John Wiley & Sons, Inc.: Hoboken, NJ, USA.

[23] Deci, E.L., Ryan, R.M., 1985. Intrinsic Motivation and Self-Determination in Human Behavior. Springer: New York, NY, USA. DOI: https://doi.org/10.1007/978-1-4899-2271-7

[24] Ryan, R.M., Deci, E.L., 2000. Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being. American Psychologist. 55(1), 68–78.

[25] Papastergiou, M., 2009. Digital Game-Based Learning in High School Computer Science Education: Impact on Educational Effectiveness and Student Motivation. Computers & Education. 52(1), 1–12. DOI: https://doi.org/10.1016/j.compedu.2008.06.004

[26] Huang, B., Hew, K.F., 2018. Implementing a Theory-Driven Gamification Model in Higher Education Flipped Courses: Effects on Out-of-Class Activity Completion and Quality of Artifacts. Computers & Education. 125, 254–272. DOI: https://doi.org/10.1016/j.compedu.2018.06.018

[27] Manca, S., Ranieri, M., 2016. Facebook and the Others: Potentials and Obstacles of Social Media for Teaching in Higher Education. Computers & Education. 95, 216–230. DOI: https://doi.org/10.1016/j.compedu.2016.01.012

[28] Vesselinov, R., Grego, J., 2012. Duolingo effectiveness study. Available from: https://theowlapp.health/wp-content/uploads/2022/04/DuolingoReport_Final-1.pdf (cited 1 June 2025).

[29] Weigle, S.C., 2002. Assessing Writing. Cambridge University Press: Cambridge, UK. DOI: https://doi.org/10.1017/CBO9780511732997

[30] Li, M.C., Tsai, C.C., 2014. Game-Based Learning in Science Education: A Review of Relevant Research. Journal of Science Education and Technology. 22, 877–898. DOI: https://doi.org/10.1007/s10956-013-9436-x

[31] Braun, V., Clarke, V., 2006. Using Thematic Analysis in Psychology. Qualitative Research in Psychology. 3(2), 77–101. DOI: https://doi.org/10.1191/1478088706qp063oa

[32] Plonsky, L., Oswald, F.L., 2014. How Big Is "Big"? Interpreting Effect Sizes in Second Language Research. Language Learning. 64(4), 878–912. DOI: https://doi.org/10.1111/lang.12079

[33] Knoch, U., 2009. Diagnostic Writing Assessment: The Development and Validation of a Rating Scale. Peter Lang GmbH, Internationaler Verlag der Wissenschaften: Frankfurt am Main, Germany.

[34] Creswell, J.W., Clark, V.L.P., 2018. Designing and Conducting Mixed Methods Research, 3rd ed. SAGE Publications: Thousand Oaks, CA, USA.

[35] Johnson, R.B., Onwuegbuzie, A.J., Turner, L.A., 2007. Toward a Definition of Mixed Methods Research. Journal of Mixed Methods Research. 1(2), 112–133. DOI: https://doi.org/10.1177/1558689806298224

[36] Joshi, A., Kale, S., Chandel, S., et al., 2015. Likert Scale: Explored and Explained. Current Journal of Applied Science and Technology. 7(4), 396–403. DOI: https://doi.org/10.9734/BJAST/2015/14975

[37] Boone, H.N., Boone, D.A., 2012. Analyzing Likert Data. Journal of Extension. 50(2), 48. DOI: https://doi.org/10.34068/joe.50.02.48

[38] Andrade, H.G., 2005. Teaching with Rubrics: The Good, the Bad, and the Ugly. College Teaching. 53(1), 27–31. DOI: https://doi.org/10.3200/CTCH.53.1.27-31

[39] Denzin, N.K., 2012. Triangulation 2.0. Journal of Mixed Methods Research. 6(2), 80–88. DOI: https://doi.org/10.1177/1558689812437186

[40] Krejcie, R.V., Morgan, D.W., 1970. Determining Sample Size for Research Activities. Educational and Psychological Measurement. 30(3), 607–610. DOI: https://doi.org/10.1177/001316447003000308

[41] Etikan, I., Bala, K., 2017. Sampling and Sampling Methods. Biometrics & Biostatistics International Journal. 5(6), 215‒217. DOI: https://doi.org/10.15406/bbij.2017.05.00149

[42] Dillman, D.A., Smyth, J.D., Christian, L.M., 2014. Internet, Phone, Mail, and Mixed-Mode Surveys: The Tailored Design Method, 4th ed. Wiley: Hoboken, NJ, USA.

[43] Creswell, J.W., Creswell, J.D., 2018. Research Design: Qualitative, Quantitative, and Mixed Methods Approaches, 5th ed. SAGE Publications: Thousand Oaks, CA, USA.

[44] Fisher, R.J., 1993. Social Desirability Bias and the Validity of Indirect Questioning. Journal of Consumer Research. 20(2), 303–315.

[45] Denzin, N.K., 2017. The Research Act: A Theoretical Introduction to Sociological Methods, 4th ed. Routledge: New York, NY, USA.

[46] Nunnally, J.C., Bernstein, I.H., 1994. Psychometric Theory, 3rd ed. McGraw-Hill: New York, NY, USA.

[47] McHugh, M.L., 2012. Interrater Reliability: The Kappa Statistic. Biochemia Medica. 22(3), 276–282. DOI: https://doi.org/10.11613/BM.2012.031

[48] Cohen, J., 1988. Statistical Power Analysis for the Behavioral Sciences, 2nd ed. Lawrence Erlbaum Associates: Hillsdale, NJ, USA.

[49] Nowell, L.S., Norris, J.M., White, D.E., et al., 2017. Thematic Analysis: Striving to Meet the Trustworthiness Criteria. International Journal of Qualitative Methods. 16(1), 1609406917733847. DOI: https://doi.org/10.1177/1609406917733847

[50] Lincoln, Y.S., Guba, E.G., Pilotta, J.J., 1985. Naturalistic Inquiry: Beverly Hills, CA: Sage Publications, 1985, 416 pp., $25.00 (Cloth). International Journal of Intercultural Relations. 9(4), 438–439. DOI: http://dx.doi.org/10.1016/0147-1767(85)90062-8

[51] Schmitt, N., 2008. Review Article: Instructed Second Language Vocabulary Learning. Language Teaching Research. 12(3), 329–363. DOI: https://doi.org/10.1177/1362168808089921

[52] Little, D., 1991. Learner Autonomy: Definitions, Issues and Problems. Authentik Language Learning Resources: Dublin, Ireland.

[53] Benson, P., 2011. Teaching and Researching: Autonomy in Language Learning, 2nd ed. Routledge: London, UK. DOI: https://doi.org/10.4324/9781315833767

[54] Hockly, N., 2012. Digital Literacies. English Language Teaching Journal. 66(1), 108–112. DOI: https://doi.org/10.1093/elt/ccr077

[55] Warschauer, M., Healey, D., 1998. Computers and Language Learning: An Overview. Language Teaching. 31(2), 51–71. DOI: http://dx.doi.org/10.1017/S0261444800012970

[56] Zhang, D., Head, K., 2010. Dealing With Learner Reticence in the Speaking Class. ELT Journal. 64(1), 1–9. DOI: https://doi.org/10.1093/elt/ccp018

[57] Reinders, H., Wattana, S., 2015. Affect and Willingness to Communicate in Digital Game-Based Learning. ReCALL. 27(1), 38–57. DOI: http://dx.doi.org/10.1017/S0958344014000226

[58] Peterson, M., 2011. Digital Gaming and Second Language Development: Japanese Learners' Interactions in an MMORPG. Digital Culture & Education. 3(1), 56–73.

[59] Field, A., 2018. Discovering Statistics Using IBM SPSS Statistics, 5th ed. SAGE Publications: Thousand Oaks, CA, USA.

[60] Cohen, J., Cohen, P., West, S.G., et al., 2003. Applied Multiple Regression/Correlation Analysis for the Behavioral Sciences, 3rd ed. Routledge: New York, NY, USA. DOI: https://doi.org/10.4324/9780203774441

[61] Podsakoff, P.M., MacKenzie, S.B., Lee, J.Y., et al., 2003. Common Method Biases in Behavioral Research: A Critical Review of the Literature and Recommended Remedies. Journal of Applied Psychology. 88(5), 879–903. DOI: https://doi.org/10.1037/0021-9010.88.5.879

[62] DeVellis, R.F., 2017. Scale Development: Theory and Applications, 4th ed. SAGE Publications: Thousand Oaks, CA, USA. https://tms.iau.ir/file/download/page/1635238305-develis-2017.pdf

[63] Ushioda, E., 2011. Motivating Learners to Speak as Themselves. In: Murray G., Gao X., Lamb T. (eds.). Identity, Motivation and Autonomy in Language Learning. Multilingual Matters: Bristol, UK. pp. 11–24. DOI: https://doi.org/10.21832/9781847693747-003

[64] Dörnyei, Z., Ryan, S., 2015. The Psychology of the Language Learner Revisited. Routledge: New York, NY, USA. DOI: https://doi.org/10.4324/9781315779553

[65] Godwin-Jones, R., 2018. Using Mobile Technology to Develop Language Skills and Cultural Understanding. Language Learning & Technology. 22(3), 3–17.

[66] Wu, Q., Zhang, J., Wang, C., 2020. The Effect of English Vocabulary Learning with Digital Games and its Influencing Factors based on the Meta-Analysis of 2,160 Test Samples. International Journal of Emerging Technologies in Learning (iJET). 15(17), 85–100. DOI: https://doi.org/10.3991/ijet.v15i17.11758

[67] Mahyoob, M., 2020. Challenges of e-Learning during the COVID-19 Pandemic Experienced by EFL Learners. Arab Arab World English Journal (AWEJ). 11(4), 351–362. DOI: https://doi.org/10.24093/awej/vol11no4.23

[68] Wang, A.I., Tahir, R., 2020. The Effect of Using Kahoot! for Learning – A Literature Review. Computers & Education. 149, 103818. DOI: https://doi.org/10.1016/j.compedu.2020.103818

[69] Kapp, K., 2012. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pfeiffer: San Francisco, CA, USA.

[70] Vygotsky, L.S., 1978. Mind in Society: The Development of Higher Psychological Processes. Harvard University Press: Cambridge, MA, USA. DOI: https://doi.org/10.2307/j.ctvjf9vz4

[71] Gillies, R.M., 2016. Cooperative Learning: Review of Research and Practice. Australasian Journal of Teacher Education. 41(3), 39–54. DOI: https://doi.org/10.14221/ajte.2016v41n3.3

[72] Black, P., Wiliam, D., 2009. Developing the Theory of Formative Assessment. Educational Assessment Evaluation and Accountability. 21, 5–31. DOI: https://doi.org/10.1007/s11092-008-9068-5

[73] Hattie, J., Timperley, H., 2007. The Power of Feedback. Review of Educational Research. 77(1), 81–112. DOI: https://doi.org/10.3102/003465430298487

[74] Schon, D.A., 1983. The Reflective Practitioner: How Professionals Think in Action. Basic Books: New York, NY, USA.

[75] Zimmerman, B.J., 2010. Becoming a Self-Regulated Learner: An Overview. Teaching in Higher Education. 41(2), 64–70. DOI: https://doi.org/10.1207/s15430421tip4102_2

[76] Ally, M., 2009. Mobile Learning: Transforming the Delivery of Education and Training. Athabasca University Press: Edmonton, Canada.

[77] Selwyn, N., 2021. Education and Technology: Key Issues and Debates, 3rd ed. Bloomsbury Academic: London, UK.

[78] Martin, F., Sun, T., Westine, C.D., 2020. A Systematic Review of Research on Online Teaching and Learning From 2009 to 2018. Computers & Education. 159, 104009. DOI: https://doi.org/10.1016/j.compedu.2020.104009

[79] Garrison, D.R., Vaughan, N.D., 2008. Blended Learning in Higher Education: Framework, Principles, and Guidelines. John Wiley & Sons: San Francisco, CA, USA. DOI: https://doi.org/10.1002/9781118269558

[80] Johnson, A.M., Jacovina, M.E., Russell, D.E., et al., 2016. Challenges and Solutions When Using Technologies in the Classroom. In: Crossley S.A., McNamara D.S. (eds.). Adaptive Educational Technologies for Literacy Instruction. Routledge: New York, NY, USA. pp. 13–30.

[81] Vahdat S., Behbahani R.A., 2013. The Effect of Video Games on Iranian EFL Learners' Vocabulary Learning. The Reading Matrix: An International Online Journal. 13(1), 61–71.

[82] Hubbard P., 2009. Educating the CALL Specialist. Innovation in Language Learning and Teaching. 3(1), 3–15. DOI: https://doi.org/10.1080/17501220802655383

Downloads

How to Cite

Jesudas, R., Alruwaili, Y., & Gayathrri, S. (2025). Enhancing EFL Writing Proficiency Among Undergraduates through Gamified Vocabulary Instruction: A Mixed-Methods Investigation of Word Wall Integration. Forum for Linguistic Studies, 7(12), 592–610. https://doi.org/10.30564/fls.v7i12.10421