FROM PLAY TO PROFICIENCY: GAMIFICATION IN VOCABULARY ACQUISITION

The objective of this study is to examine how games can impact vocabulary learning among 6th-grade students and to determine students’ perceptions of game-based learning in vocabulary acquisition. The research was conducted using a survey model, with a sample that included students from selected 6th-grade classes. Data were collected through a questionnaire designed to identify preferences and difficulties in learning vocabulary. The results of the study revealed that game-based learning significantly improved students’ ability to remember and use new vocabulary. Based on these findings, I created a game named "Friendly Crossword" to integrate vocabulary learning with gameplay. The findings suggest that using games, particularly "Friendly Crossword," is an effective and engaging method for improving vocabulary learning among 6th-grade students. This study highlights the importance of interactive and student-centered approaches in language education.

Authors

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-04-30
DOI
https://doi.org/10.5281/zenodo.19966235
Primary Topic
Second Language Acquisition and Learning
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

FROM PLAY TO PROFICIENCY: GAMIFICATION IN VOCABULARY ACQUISITION

Maxarram Sharifjon qizi Abdusattorova, Sarvinoz Dilmurod qizi Xoshimjonova
Zenodo (CERN European Organization for Nuclear Research)
Second Language Acquisition and Learning
article

FROM PLAY TO PROFICIENCY: GAMIFICATION IN VOCABULARY ACQUISITION

Maxarram Sharifjon qizi Abdusattorova, Sarvinoz Dilmurod qizi Xoshimjonova
article en

Abstract

The objective of this study is to examine how games can impact vocabulary learning among 6th-grade students and to determine students’ perceptions of game-based learning in vocabulary acquisition. The research was conducted using a survey model, with a sample that included students from selected 6th-grade classes. Data were collected through a questionnaire designed to identify preferences and difficulties in learning vocabulary. The results of the study revealed that game-based learning significantly improved students’ ability to remember and use new vocabulary. Based on these findings, I created a game named "Friendly Crossword" to integrate vocabulary learning with gameplay. The findings suggest that using games, particularly "Friendly Crossword," is an effective and engaging method for improving vocabulary learning among 6th-grade students. This study highlights the importance of interactive and student-centered approaches in language education.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 6%
Second Language Acquisition and Learning
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.