Key components of digital games in grammar learning: Insights from English Majors

Authors

  • Lam Hoang Thien
    Ho Chi Minh City University of Social Sciences and Humanities, Ho Chi Minh City, VN
  • Pham Huu Khanh Nhien
    Ho Chi Minh City University of Social Sciences and Humanities, Ho Chi Minh City, VN
  • Vo Hoang Phi
    Ho Chi Minh City University of Social Sciences and Humanities, Ho Chi Minh City, VN
  • Pham Nguyen My Thy
    Ho Chi Minh City University of Social Sciences and Humanities, Ho Chi Minh City, VN
  • Su Yen Vy
    Ho Chi Minh City University of Social Sciences and Humanities, Ho Chi Minh City, VN

DOI:

10.46223/HCMCOUJS.soci.en.16.2.3529.2026

Keywords:

digital games’ components; game design; grammar; teaching methods; university students

Abstract

The integration of games into educational settings has become increasingly common due to advancements in educational technology, yet using Game-Based Learning (GBL) in Grammar classes remains challenging because games’ features do not align with students’ needs. Therefore, the theoretical basis of this study consists of four game elements - Play, Pretending, Goal, and Rule - as well as the game components within these (Adams, 2014), which form the foundation for designing games for Game-Based Learning (Al-Azawi et al., 2016) in Grammar classes. Based on the foundation of these theories, this study developed the questionnaire and interview to collect data from 150 university students, plus utilized the mixed-method approach to strengthen the case study design and enhance the validity and credibility of findings through triangulation. The collected data showed three crucial components for designing games to teach Grammar university students: clear rules, fair rules, and appropriate difficulty levels. Additionally, specific preferences highlighted by students included cute visual styles, gradually increasing difficulty levels, and the game mode not requiring overly active participation, such as choosing correct answers within a reasonable time limit. These findings enable teachers to apply technology in higher education more effectively and provide criteria for them to design educational games that meet students’ needs, thereby enhancing the learning experience in Grammar classes.

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References

Abd Elsattar, H. K. H. (2017). Designing for game-based learning model: The effective integration of flow experience and game elements to support learning. International Conference on Computer Graphics, Imaging and Visualization, 34-43.

Abu Bakar, N. A., ChePa, N., Hibadullah, C. F., & Hussain, A. (2018). Perception towards rewards in digital traditional games: Experience from pilot study. International Journal of Engineering and Technology (UAE). https://doi.org/10.14419/ijet.v7i3.20.18728

Adams, E. (2014). The fundamentals of game design (3rd ed.). Pearson Education.

Adeng, L. A., & Shah, P. M. (2012). Teachers’ beliefs and attitudes toward the use of language games in teaching grammar to young learners. International Seminar on Educational Comparative in Competency Based Curriculum between Indonesia and Malaysia.

Ahmad, A., Zeeshan, F., Marriam, R., Samreen, A., & Ahmed, S. (2020). Does one size fit all? Investigating the effect of group size and Gamification on learners’ behaviors in higher education. Journal of Computing in Higher Education, 33, 296-327. https://doi.org/10.1007/s12528-020-09266-8

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Received: 29-06-2024
Accepted: 27-09-2024
Published: 18-10-2024

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Abstract: 384
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How to Cite

Lam, T. H., Pham, N. H. K., Vo, P. H., Pham, T. N. M., & Su, V. Y. (2024). Key components of digital games in grammar learning: Insights from English Majors. HO CHI MINH CITY OPEN UNIVERSITY JOURNAL OF SCIENCE - SOCIAL SCIENCES, 16(2), 115–130. https://doi.org/10.46223/HCMCOUJS.soci.en.16.2.3529.2026