Enhancing French Vocabulary Mastery And Acceptance In Sabah's Secondary Schools Through Digital Game-Based Learning

  • Nur Suhana Zabri UPM
  • Hazlina Abdul Halim
  • Halis Azhan Mohd Hanafiah


The study aims to investigate the effectiveness of Digital Game-Based Learning (DGBL) in teaching French to students from remote areas. Drawing upon existing literature highlighting the positive impact of digital technologies on learning, particularly gamification, the research seeks to explore how students perceive the benefits and usefulness of French-language online gaming. The participants will be selected from rural schools with limited internet access. A total  of  40  Form 1 students  from  one  of  the  rural  secondary schools  were  selected. The total of  20  students  from  the experimental  group  experienced DGBL method while  20 other  students  from  the  controlled group experienced traditional method. The questionnaires will be distributed physically to the experimental group, and it will be analysed using SPSS (Version 29) to perform inferential statistics. This finding underscores the potential of the DGBL method in fostering French language acquisition among students from remote areas, thereby addressing the challenge of limited access to traditional educational resources and promoting more equitable learning opportunities.


Abdul Halim, Hazlina (2011) Pengaruh Bahasa Melayu dalam Strategi Komunikasi Penulisan Bahasa Perancis. PhD thesis, Universiti Putra Malaysia.
Abdul Rabu, S. N., & Talib, Z. (2021). The Effects of Digital Game-based Learning on Primary School Students’ English Vocabulary Achievement and Acceptance. Innovative Teaching and Learning Journal, 1(1)
Abramovich, S., Schunn, C. D., & Higashi, R. M. (2013). Are badges useful in education?: It depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 61(2), 217-232.
Alhebshi, K., & Halabi, H. (2020). The Impact of Leaderboard Competition on Motivation in Digital Game-Based Learning. International Journal of Game-Based Learning, 10(3), 1-15.
Barab, S. A., & Dede, C. (2007). Games and immersive participatory simulations for science education: An emerging type of curricula. Journal of Science Education and Technology, 16(1), 1-3.
Behnamnia, P., Jafari, M., & Karami, M. (2020). The Effect of Reward on Motivation and Learning of Preschool Children. International Journal of Educational Psychology, 9(2), 123-136.
Berridge, K. C., & Robinson, T. E. (2003). Parsing reward. Trends in Neurosciences, 26(9), 507-513.
Chase, R., Smith, J., & Johnson, L. (2020). Exploring the Impact of Game Contexts on Learning and Failure Response in an Instructional Programming Game. Journal of Educational Technology & Society, 23(3), 112-125.
Chen, J. (2012). The Effects of Rewards on Student Motivation in Elementary Schools. Journal of Educational Psychology, 104(1), 114-122.
Correa, M. (2018). The Influence of Rewards on Learning and Motivation. Journal of Educational Psychology, 110(4), 485-497.
Cohen, L., Manion, L.& Morrison, K. (2000). Research Methods in Education. London: Routledge Falmer.
Csikszentmihalyi, M. (1975/2000). Beyond boredom and anxiety: Experiencing flow in work and play (2nd ed.). Jossey Bass.
Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A Meta-Analytic Review of Experiments Examining the Effects of Extrinsic Rewards on Intrinsic Motivation. Psychological Bulletin, 125(6), 627-668.
Dickey, M. D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53(2), 67-83.
Fauziah, N., Yusop, F. D., & Yusof, N. (2018). Enhancing vocabulary learning through digital game-based learning: A review. International Journal of Instruction, 11(3), 287-302.
Francophonie. N.d. Retrieved 20 March 2024 from https://onu.delegfrance.org/francophonie-8628
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification. 2014 47th Hawaii International Conference on System Sciences, 3025-3034.
Huang, L., & Li, Y. (2017). Perceived Ease of Use and Intention to Use a Game-Based Learning System: A Study. Eurasia Journal of Mathematics, Science and Technology Education, 13(8), 5429-5441.
Hwang, G. J., & Wu, P. H. (2012). Advancements and Trends in Digital Game-Based Learning Research: A Review of Publications in Selected Journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10.
Johnson, R. B., & Onwuegbuzie, A. J. (2004). Mixed methods research: A research paradigm whose time has come. Educational Researcher, 33(7), 14-26.
Landers, R. N., Bauer, K. N., Callan, R. C., & Armstrong, M. B. (2015). Psychological Theory and the Gamification of Learning. In Gamification in Education and Business (pp. 1-20). Springer, Cham.
Lepper, M. R., & Greene, D. (1978). The Hidden Costs of Reward: New Perspectives on the Psychology of Human Motivation. Psychology Press.
Lim, S. (1991). Bulletin AMPF bil.2. Kuala Lumpur: University Malaya
Kaimara, P., Fokides, E., Oikonomou, A., & Deliyannis, I. (2021). Potential barriers to the implementation of digital game-based learning in the classroom: pre-service teachers’ views. Technology Knowledge and Learning, 26(4), 825-844. https://doi.org/10.1007/s10758-021-09512-7
Kazimoglu, C., Kiernan, M., Bacon, L., & MacKinnon, L. (2012). Investigating the Use of Rewards in Secondary Education. Journal of Educational Technology & Society, 15(2), 167-178.
Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & Education, 55(2), 427-443.
Khan, M. A., Khan, A., & Khan, S. (2017). The Influence of Rewards on Student Engagement in Secondary Education. International Journal of Educational Psychology, 6(3), 189-201.
Kiili, K. (2005). Digital Game-Based Learning: Towards an Experiential Gaming Model. The Internet and Higher Education, 8(1), 13-24.
Klimova, B., & Kacet, J. “Efficacy of computer games on language learning”. Turkish Online Journal of Educational Technology-TOJET, 16(4), 2017, pp19–26.
Leftheriotis, I., Giannakos, M. N., & Jaccheri, L. (2017). The Impact of Rewards on Student Motivation in Secondary Education. Computers in Human Behavior, 70, 87-95.
Malaysia Education Blueprint 2013-2025 (MOE, 2012) https://www.moe.gov.my/images/dasar-kpm/articlefile_file_003108.pdf
Ministry of Education Malaysia, Curriculum Sector Division. (2016). Buku Penerangan Kurikulum Standard Sekolah Menengah (KSSM) [Handbook of the Standard Curriculum for Secondary Schools] (p. 7). Retrieved from http://bpk.moe.gov.my/index.php/terbitan-bpk/buku-penerangan-kurikulum
Moreno-Ger, P., Burgos, D., Martínez-Ortiz, I., & Sierra, J. L. (2008). Educational Game Design for Online Education. Computers in Human Behavior, 24(6), 2530-2540.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12. doi:10.1016/j.compedu.2008.06.004
Pavlenko, A., & Lantolf, J.P. (2000)” Second Language learning as participation and the (re)construction of selves of selves”. In J. P. Lantolf (Ed.), Sociocultural theory and second language learning. Oxford: Oxford University Press. 2000, pp. 155–178.
Ronimus, M., Kujala, J., Tolvanen, A., & Lyytinen, H. (2014). Children's Engagement during Digital Game-Based Learning of Reading: The Effects of Time, Rewards, and Challenge. Computers & Education, 71, 237-246.
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54-67.
Sailer, M., Hense, J., Mandl, H., & Klevers, M. (2016). Psychological perspectives on motivation through gamification. Interaction Design and Architecture(s) Journal - IxD&A, 28, 28-37.
Sasupilli, A., & Bokil, P. (2022). The Role of Challenge and Skills in Educational Games: A Review. International Journal of Game-Based Learning, 12(1), 45-58.
Smith-Robbins, S. (2011). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
Squire, K. (2006). From content to context: Videogames as designed experience. Educational researcher, 35(8), 19-29.
Taherdoost, H. (2016). Sampling methods in research methodology; how to choose a sampling technique for research. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.3205035
Türel, Y. and Davudova, E. (2022). Evaluation of mobile applications in foreign language learning at early age. Journal of Educational Technology and Online Learning, 5(3), 738-753. https://doi.org/10.31681/jetol.1158662
Udeozor, V. C., Onyekwere, S. C., & Nwosu, J. N. (2021). Investigating students' acceptance of digital game-based learning for vocabulary acquisition. International Journal of Emerging Technologies in Learning, 16(1), 186-200.
Wang, J., Li, X., Wang, P., Liu, Q., Deng, Z., & Wang, J. (2021). Research trend of the unified theory of acceptance and use of technology theory: a bibliometric analysis. Sustainability, 14(1), 10. https://doi.org/10.3390/su14010010
Yang, L., Liu, Y., & Wang, Y. (2016). The Impact of Rewards on Student Motivation in Elementary Education. Journal of Research in Education, 26(3), 45-58.
Zou, D., Zhang, Y., & Zhang, Y. (2021). The Influence of Competition on Flow Experience in Digital Game-Based Learning. Frontiers in Psychology, 12, 1-10.
How to Cite
ZABRI, Nur Suhana; ABDUL HALIM, Hazlina; MOHD HANAFIAH, Halis Azhan. Enhancing French Vocabulary Mastery And Acceptance In Sabah's Secondary Schools Through Digital Game-Based Learning. Asian Journal of Research in Education and Social Sciences, [S.l.], v. 6, n. 2, p. 222-234, june 2024. Available at: <https://myjms.mohe.gov.my/index.php/ajress/article/view/26347>. Date accessed: 26 july 2024.
English Section