Exploring The Impacts of online Game-Based Applications on Enhancing Learning Motivation among Primary School Students

Abstract : This study investigates the impact of online game-based applications (OGBA) on enhancing learning motivation among primary students in English as a Foreign Language (EFL) classrooms in Vietnam. Although digital game-based learning has been widely associated with increased engagement, limited research has systematically examined its motivational mechanisms within primary-level EFL contexts in developing countries. Drawing upon Self-Determination Theory and Flow Theory, this study employed a convergent mixed-methods design involving 50 Grade 5 students and three teachers over a 12-week instructional intervention. Quantitative data were collected through a validated Likert-scale questionnaire measuring five motivational dimensions, while qualitative insights were obtained from semi-structured interviews and classroom observations. Descriptive and thematic analyses revealed consistently high levels of student motivation, particularly in interest, participation, and perceived competence. Students reported increased concentration, confidence, and willingness to engage when OGBA platforms such as Kahoot and Wordwall were integrated into instruction. However, moderate challenges related to time constraints, competitive pressure, and technological issues were also identified. The findings suggest that OGBA can effectively strengthen intrinsic and identified forms of motivation when pedagogically aligned with learning objectives. This study contributes context-sensitive evidence to the growing literature on digital game-based learning in primary EFL education and offers practical implications for sustainable technology integration in similar educational settings.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-03-02
DOI
https://doi.org/10.5281/zenodo.18834948
Primary Topic
Educational Games and Gamification
Type
article
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article

Exploring The Impacts of online Game-Based Applications on Enhancing Learning Motivation among Primary School Students

Nguyen Long Thanh, Pham Nhung Hong
Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Exploring The Impacts of online Game-Based Applications on Enhancing Learning Motivation among Primary School Students

Nguyen Long Thanh, Pham Nhung Hong
article en

Abstract

Abstract : This study investigates the impact of online game-based applications (OGBA) on enhancing learning motivation among primary students in English as a Foreign Language (EFL) classrooms in Vietnam. Although digital game-based learning has been widely associated with increased engagement, limited research has systematically examined its motivational mechanisms within primary-level EFL contexts in developing countries. Drawing upon Self-Determination Theory and Flow Theory, this study employed a convergent mixed-methods design involving 50 Grade 5 students and three teachers over a 12-week instructional intervention. Quantitative data were collected through a validated Likert-scale questionnaire measuring five motivational dimensions, while qualitative insights were obtained from semi-structured interviews and classroom observations. Descriptive and thematic analyses revealed consistently high levels of student motivation, particularly in interest, participation, and perceived competence. Students reported increased concentration, confidence, and willingness to engage when OGBA platforms such as Kahoot and Wordwall were integrated into instruction. However, moderate challenges related to time constraints, competitive pressure, and technological issues were also identified. The findings suggest that OGBA can effectively strengthen intrinsic and identified forms of motivation when pedagogically aligned with learning objectives. This study contributes context-sensitive evidence to the growing literature on digital game-based learning in primary EFL education and offers practical implications for sustainable technology integration in similar educational settings.

Zenodo (CERN European Organization for Nuclear Research)
Trường ĐH Nguyễn Tất Thành (VN), Bình Dương University (VN)
Openalex Percentile: Top 41%
Educational Games and Gamification
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Exploring The Impacts of online Game-Based Applications on Enhancing Learning Motivation among Primary School Students — Nguyen Long Thanh, Pham Nhung Hong · Zenodo (CERN European Organization for Nuclear Research) (2026) | TGRS Research Map | TGRS