Educational games for learning vocabulary in English as a Foreign Language

Today’s immigration challenges underscore the importance of learning English as a key to accessing better opportunities and integrating into society, given its status as a standard language for communication. A common challenge in studying English as a foreign language is the lack of commitment to courses, resulting in inconsistent progress and difficulty achieving fluency. This study explores the impact of a Virtual Reality game on English vocabulary acquisition among learners of English as a Foreign Language. The game simulates a kitchen environment where users reproduce food recipes, an everyday topic universally relatable across cultures. To validate the virtual environment, tests were conducted with 40 participants divided equally into experimental and control groups. Pre and post-tests measured vocabulary acquisition and listening comprehension, while a usability questionnaire assessed participants’ interaction with the VR system. Results showed that the experimental group achieved significant vocabulary improvements, with p-values of 0.02 and 0.01, compared to more modest gains in the control group. The usability test indicated high satisfaction and engagement levels, highlighting the VR tool as a compelling method for vocabulary learning in EFL learners. • Evaluates VR game effectiveness in English vocabulary acquisition. • Compares VR-based learning to traditional methods for vocabulary and listening. • Significant vocabulary retention improvements in the VR group over the control group. • High engagement and satisfaction levels reported in VR language learning. • VR environment aids practical vocabulary use in a culinary context. • Pre- and post-tests assess vocabulary and listening skills improvement. • Statistical analysis confirms the VR group’s gains with p-values below 0.05. • Usability test shows VR game’s intuitive design enhances user experience. • The Control group showed smaller gains with traditional paper-based materials.

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Publication Details

Journal
Entertainment Computing
Published
2025-12-19
DOI
https://doi.org/10.1016/j.entcom.2025.101070
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Educational games for learning vocabulary in English as a Foreign Language

Entertainment Computing
Virtual Reality Applications and Impacts
article

Educational games for learning vocabulary in English as a Foreign Language

article en

Abstract

Today’s immigration challenges underscore the importance of learning English as a key to accessing better opportunities and integrating into society, given its status as a standard language for communication. A common challenge in studying English as a foreign language is the lack of commitment to courses, resulting in inconsistent progress and difficulty achieving fluency. This study explores the impact of a Virtual Reality game on English vocabulary acquisition among learners of English as a Foreign Language. The game simulates a kitchen environment where users reproduce food recipes, an everyday topic universally relatable across cultures. To validate the virtual environment, tests were conducted with 40 participants divided equally into experimental and control groups. Pre and post-tests measured vocabulary acquisition and listening comprehension, while a usability questionnaire assessed participants’ interaction with the VR system. Results showed that the experimental group achieved significant vocabulary improvements, with p-values of 0.02 and 0.01, compared to more modest gains in the control group. The usability test indicated high satisfaction and engagement levels, highlighting the VR tool as a compelling method for vocabulary learning in EFL learners. • Evaluates VR game effectiveness in English vocabulary acquisition. • Compares VR-based learning to traditional methods for vocabulary and listening. • Significant vocabulary retention improvements in the VR group over the control group. • High engagement and satisfaction levels reported in VR language learning. • VR environment aids practical vocabulary use in a culinary context. • Pre- and post-tests assess vocabulary and listening skills improvement. • Statistical analysis confirms the VR group’s gains with p-values below 0.05. • Usability test shows VR game’s intuitive design enhances user experience. • The Control group showed smaller gains with traditional paper-based materials.

Entertainment ComputingVol. 56
Universitat Jaume I (ES), University of Bari Aldo Moro (IT)
Quality Education
Openalex Percentile: Top 36%
Virtual Reality Applications and Impacts
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