The impact of a gamified adaptive learning environment on English vocabulary acquisition

This study examined the effectiveness of a gamification-based adaptive learning environment in English vocabulary instruction. A mixed-methods explanatory sequential design was employed. The quantitative phase used a quasi-experimental pretest–post-test design, while the qualitative phase explored students' experiences through semi-structured interviews. The sample consisted of 44 ninth-grade students from a Vocational and Technical Anatolian High School in the Western Black Sea region during the 2024–2025 fall semester. Students were assigned to experimental (n = 22) and control (n = 22) groups through random class-level allocation. Participants in the experimental group engaged with a gamification-based adaptive learning environment, while those in the control group received conventional teacher-led instruction. The intervention lasted four weeks and involved a researcher-designed gamified adaptive learning system. Data were collected using an AI-supported multiple-choice vocabulary achievement test and a researcher-developed evaluation questionnaire. Quantitative data were analyzed using SPSS, and qualitative data were analyzed descriptively. The findings revealed that the gamification-based adaptive learning environment significantly improved students' vocabulary achievement, learning motivation, and classroom engagement compared to traditional instruction.

Authors

Institutions

Publication Details

Journal
The Journal of Educational Research
Published
2026-07-27
DOI
https://doi.org/10.1080/00220671.2026.2704538
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 impact of a gamified adaptive learning environment on English vocabulary acquisition

Nuriye Semerci, Turan Konuk
The Journal of Educational Research
Educational Games and Gamification
article

The impact of a gamified adaptive learning environment on English vocabulary acquisition

Nuriye Semerci, Turan Konuk
article en

Abstract

This study examined the effectiveness of a gamification-based adaptive learning environment in English vocabulary instruction. A mixed-methods explanatory sequential design was employed. The quantitative phase used a quasi-experimental pretest–post-test design, while the qualitative phase explored students' experiences through semi-structured interviews. The sample consisted of 44 ninth-grade students from a Vocational and Technical Anatolian High School in the Western Black Sea region during the 2024–2025 fall semester. Students were assigned to experimental (n = 22) and control (n = 22) groups through random class-level allocation. Participants in the experimental group engaged with a gamification-based adaptive learning environment, while those in the control group received conventional teacher-led instruction. The intervention lasted four weeks and involved a researcher-designed gamified adaptive learning system. Data were collected using an AI-supported multiple-choice vocabulary achievement test and a researcher-developed evaluation questionnaire. Quantitative data were analyzed using SPSS, and qualitative data were analyzed descriptively. The findings revealed that the gamification-based adaptive learning environment significantly improved students' vocabulary achievement, learning motivation, and classroom engagement compared to traditional instruction.

The Journal of Educational Research
Bartin University (TR)
Quality Education
Openalex Percentile: Top 4%
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.

The impact of a gamified adaptive learning environment on English vocabulary acquisition — Nuriye Semerci, Turan Konuk · The Journal of Educational Research (2026) | TGRS Research Map | TGRS