Using Language Entertainment Activities to Enhance University Students’ English Vocabulary at Albaha University

Elsadig Mohamed Khalifa Gawi


Few studies have considered the use of entertainment activities in teaching foreign languages. The significance of the present study emerges from handling the use of educational entertainment activities as a strategy to improve Saudi university students’ vocabulary learning. The current study aim is to explore the use of entertainment activities in enhancing the students’ vocabulary at Albaha University. A pretest and posttest are administered to a sample of 20 junior students, enrolled in English courses in the College of Science and Arts in Almandaq, as the study participants. A quasi-experimental approach, that involves the study of the experimental group (n=10) and control groups (n=10), applies in the current study. The study uses SPSS to analyze the data. The findings of the study reveal that the use of entertainment activities has a statistically significant impact on improving the students’ vocabulary. Also, they show that entertainment activities in the educational process help to motivate the learner to interact with the educational material and with other learners in the learning situations. Accordingly, it is recommended that increasing the extent of using entertainment activities helps in enhancing the junior students’ vocabulary learning as an effective teaching strategy. In terms of the study findings, It is conclued that the application of the entertainment activities enables teachers and learners to pinpoint such activities in building university students’ vocabulary and other language skills.


Entertainments, Activities, Educational Games, Strategy, Vocabulary

Full Text:



Alahmadi,A. (2010) Effect of utilizing instructional games on primary school sixth graders' learning of the alphabet and vocabulary taught in the English language subject matter at Jeddah city .unpublished master thesis. UmAlqura university, Saudi Arabia

AL-Askriy, Wesson Adnan (2007) “The Impact of using Educational Games on the Achievement of Fifth Primary Class in English “College of Basic Education Researchers Journal Vol.4, NO.4., College of Basic Education, University of Mosul.

Alcock, S. (2016) Young Children Playing, International Perspectives on Early Childhood Education and Development, book series (CHILD, volume 12).

Al-Shehri, A. (2009).Motivation and Vision:The Relation between the Ideal Self, Imagination, and Visual Style. Bristol, UK.Multilingual Matters. 164171.

Amal, D. et al.(2015). "Enhancing the Cognitive and Learning Skills of Children with Intellectual Disability through Physical Activity and Edutainment Games". International Journal of Distributed Sensor Networks. 11 (6): 165165

Amonrat, C. (2010). The Effects of Teaching English through Games, Department of Language and Linguistics, Faculty of Liberal Arts, Prince of Songkhla University

Bates, T. (2014): The Role of communities of Practice in a Digital Age, Online Learning and Distance Education Resources.

Conati, C. & Zhou, X (2002), Modeling Students’ emotions from cognitive appraisal in educational games, International Conference on Intelligent Tutoring Systems, Springer, Berlin, Heidelberg.

Cox, C. et al. (2017). "Use of Entertainment Elements in an Online Video Mini-Series to Train Pharmacy Preceptors". American Journal of Pharmaceutical Education. 81 (1): 1–13. ISSN 0002-9459

Disney, W. (1954). "EDUCATIONAL VALUES IN FACTUAL NATURE PICTURES". Educational Horizons. 33 (2): 82–84. JSTOR 42922993.

FUSZARD, B. (2001) Gaming. IN LOWENSTEIN, A. J., BRADSHAW, M. J. & FUSZARD, B. (Eds.) Fuszard's innovative teaching strategies in nursing. 3rd ed. Gaithersburg, MD, Aspen Publishers.

Ginsburg, K. et al (2007). The Importance of Play in Promoting Healthy Child Development and maintaining strong parent-child Bonds, Pediatrics, Vol. 119, American Academy of Pediatrics, USA.

Gu, P. (2003). Vocabulary Learning in Second Language: Person; Task; Context; and Strategies. Teaching English as a Second or Foreign Language. The Electronic Journal for English as a Second Language. ISSN 1072-4303.

Guy, R. et al. (2016). "The Flipped Classroom: A Comparison of Student Performance Using Instructional Videos and Podcasts Versus the Lecture-Based Model of Instruction". Issues in Informing Science and Information Technology. 13: 001–013. doi:10.28945/3461. ISSN 1547-5840

Habgood, M. & Ainsworth, S. (2011). Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. The Journal of the Learning Sciences, 20(2), 169-206.

Henderson, L. et al. (2000). Just playing a game- Educational simulation software and cognitive outcomes. Journal of Educational Computing Research, 22(1), 105-129.

Kim, B., et al (2017). Computers and Education, 52, 800-810

Lillard, A. S., et al.. (2013). The impact of pretend play on children's development: A review of the evidence. Psychological Bulletin, 139(1), 1-34.

Linse, Caroline T (2006). Practical English Language Teaching: Young Learners. New York. NY: McGraw-Hill

Liu, T. & Chu, Y. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630-643.

Lynch R.; and Joyce, A. (2016). "Using Edutainment to Facilitate Mathematical Thinking and Learning: An Exploratory Study" (PDF). Journal of Mathematics Education. 9: 37–52. Archived (PDF) from the original on 2017-08-17

Paraskeva, F. et al. (2010). "Multiplayer online games as educational tools: Facing new challenges in learning". Computers and Education. 54 (2): 498–505. doi:10.1016/j.compedu.2009.09.001

Piaget, J. (1957), Construction of Reality in the Childhood, London: routledge&Kegan Paul.

Piaget,J. (1958), The growth of logical thinking from childhood to adolescence AMC,10, 12.

Prensky, M. (2006), Do not bother me, Mom, I am learning! How computer and video games are preparing your kids for 21st century success and how you can help! St. Paul, MN: Paragon house.

Roslina et al (2011). Investigated the Students Perceptions of Using Educational Games to Learn Introductory Programming. Computer and Information Science.

Sripramong, S. (2004). The study of the effect vocabulary games on the retention in learning vocabulary of Prathomsuksa five learners of Assumption College Rayong. Bangkok Srinakarinwiroj University.

Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. 41 (2). Educase Review: 1–16. Archived from the original on 2016-12-29.

Wadsworth, B. (2004) Piaget’s Theory of Cognitive and Effective Development: Foundation of Constructivism, Longman, Publishing.



  • There are currently no refbacks.

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

2012-2023 (CC-BY) Australian International Academic Centre PTY.LTD

International Journal of Applied Linguistics and English Literature

To make sure that you can receive messages from us, please add the journal emails into your e-mail 'safe list'. If you do not receive e-mail in your 'inbox', check your 'bulk mail' or 'junk mail' folders.