The Effect of Game-Based Learning on English Language Proficiency and Motivation: The Case of Grade 4 Bishari Primary School and Tullube Primary School

This study investigates the effect of game-based learning (GBL) on the improvement of English proficiency and learning motivation among fourth-grade learners in Teaching English as a Foreign Language (TEFL) classrooms at Bishari and Tullube Primary Schools. A total of 250 students and five English teachers participated in the research. The researchers used a convergent mixed-methods design, collecting information through pre- and post-tests, motivation surveys, classroom observations, and teacher interviews. The quantitative results revealed that learners exposed to lessons incorporating games achieved greater progress in both language performance and motivation than those taught through traditional methods. Qualitative findings supported this result, showing enhanced engagement, confidence, cooperation, participation, and noticeable growth in vocabulary, grammar, and oral fluency. However, teachers reported several difficulties, such as challenges in classroom management during games, insufficient preparation time, limited access to instructional resources, and inadequate training in applying GBL techniques. In conclusion, the study affirms that game-based learning significantly fosters both the cognitive and emotional aspects of English language learning. It suggests embedding GBL methods into TEFL programs and providing continuous professional training for educators. Further research should focus on exploring the lasting effects of GBL and identifying the most effective game types for similar teaching environments.

Authors

Publication Details

Journal
National Academic Digital Repository of Ethiopia
Published
2025-12-30
DOI
https://doi.org/10.20372/star.v14.i4.04
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Effect of Game-Based Learning on English Language Proficiency and Motivation: The Case of Grade 4 Bishari Primary School and Tullube Primary School

Wakgari Deressa, Mitiku Tasisa
National Academic Digital Repository of Ethiopia
Educational Games and Gamification
article

The Effect of Game-Based Learning on English Language Proficiency and Motivation: The Case of Grade 4 Bishari Primary School and Tullube Primary School

Wakgari Deressa, Mitiku Tasisa
article en

Abstract

This study investigates the effect of game-based learning (GBL) on the improvement of English proficiency and learning motivation among fourth-grade learners in Teaching English as a Foreign Language (TEFL) classrooms at Bishari and Tullube Primary Schools. A total of 250 students and five English teachers participated in the research. The researchers used a convergent mixed-methods design, collecting information through pre- and post-tests, motivation surveys, classroom observations, and teacher interviews. The quantitative results revealed that learners exposed to lessons incorporating games achieved greater progress in both language performance and motivation than those taught through traditional methods. Qualitative findings supported this result, showing enhanced engagement, confidence, cooperation, participation, and noticeable growth in vocabulary, grammar, and oral fluency. However, teachers reported several difficulties, such as challenges in classroom management during games, insufficient preparation time, limited access to instructional resources, and inadequate training in applying GBL techniques. In conclusion, the study affirms that game-based learning significantly fosters both the cognitive and emotional aspects of English language learning. It suggests embedding GBL methods into TEFL programs and providing continuous professional training for educators. Further research should focus on exploring the lasting effects of GBL and identifying the most effective game types for similar teaching environments.

National Academic Digital Repository of Ethiopia
Quality Education
Openalex Percentile: Top 25%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.