The Application of Game-Based Learning in Saudi English Language Classrooms

Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the participants. The study was carried out in Riyadh, the capital of Saudi Arabia. A total of 15 private schools and 150 learners from Grade 7 comprised the sample of the study. The schools and the learners were picked by a simple random sampling method, while Riyadh was chosen by purposive sampling. An initial test was conducted, and based on the test scores, the test-takers were placed into control and experimental groups. The treatment period was 15 days. Finally, a post-test was taken to record the performance of both groups. It was observed that the experimental group outperformed the control group in the final test.

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Publication Details

Journal
International Journal of Game-Based Learning
Published
2025-08-12
DOI
https://doi.org/10.4018/ijgbl.387647
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

The Application of Game-Based Learning in Saudi English Language Classrooms

Issa AlQurashi, Yasir Ali, Ubaid Ullah Ubaid, Muhammad Imran et al.
1 citations
International Journal of Game-Based Learning
Educational Games and Gamification
3.44
article

The Application of Game-Based Learning in Saudi English Language Classrooms

Issa AlQurashi, Yasir Ali, Ubaid Ullah Ubaid, Muhammad Imran, Muhammad Mooneeb Ali
article en
1 citations

Abstract

Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the participants. The study was carried out in Riyadh, the capital of Saudi Arabia. A total of 15 private schools and 150 learners from Grade 7 comprised the sample of the study. The schools and the learners were picked by a simple random sampling method, while Riyadh was chosen by purposive sampling. An initial test was conducted, and based on the test scores, the test-takers were placed into control and experimental groups. The treatment period was 15 days. Finally, a post-test was taken to record the performance of both groups. It was observed that the experimental group outperformed the control group in the final test.

International Journal of Game-Based LearningVol. 15(1)
Taif University (SA), University of Wah (PK), Saudi Aramco (Saudi Arabia) (SA), Sultan Qaboos University (OM)
Openalex Percentile: Top 8%
Educational Games and Gamification
3.44
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