The Effectiveness of Wordwall Games in Supporting English Vocabulary Retention for EFL Grade 9 Students in Thailand

Main Article Content

Thitiphong Ketamon
Arfa Masosot
Piyada Jingwangsa

Abstract

Background and Objectives: Vocabulary retention is a fundamental component of English language learning, particularly for learners in English as a Foreign Language (EFL) context where opportunities for authentic language exposure are limited. Traditional vocabulary instruction often emphasizes rote memorization which may not sufficiently promote long-term retention or learner engagement. In recent years, digital game-based learning has gained increasing attention as an innovative pedagogical approach that enhances learner motivation, active participation, and meaningful learning experiences. Among various digital learning platforms, Wordwall offers interactive and customizable educational games that can reinforce vocabulary learning through repeated practice and immediate feedback. Despite its growing popularity in English classrooms, empirical evidence regarding its effectiveness in improving vocabulary retention among Thai secondary school students remains limited. Therefore, this classroom research aimed to investigate the effectiveness of Wordwall games in enhancing English vocabulary retention and to examine students’ satisfaction with vocabulary learning through Wordwall game-based activities among ninth-grade students at Mattayomsiriwanwari 2 Songkhla School.
Methods: This study employed a one-group pre-test–post-test classroom research design involving 33 ninth-grade students enrolled in an English course during the academic semester. Students participated in a series of vocabulary learning activities integrated with Wordwall games over the instructional period. The research instruments included a 30-item English vocabulary achievement test administered as both a pre-test and post-test to measure vocabulary retention and a 10-item satisfaction questionnaire using a five-point Likert scale to evaluate students’ perceptions of instructional content, learning activities, motivation, engagement, and the overall usefulness of Wordwall games. Descriptive statistics, including mean scores and standard deviations, were used to summarize the data, while a paired-sample t-test was employed to compare students’ vocabulary achievement before and after the intervention. Cohen’s d was calculated to determine the magnitude of the instructional effect.
Results: The findings demonstrated a significant improvement in students’ English vocabulary performance following the use of Wordwall games in vocabulary instruction. The mean post-test score (M = 24.39, SD = 3.84) was significantly higher than the mean pre-test score (M = 18.58, SD = 4.31), with a mean gain of 5.82 points, t(32) = 52.62, p < .001. The standardized effect size based on the variability of the paired difference scores was very large (Cohen’s d = 9.16, 95% CI [6.89, 11.41]), indicating a substantial magnitude of pre–post improvement. In addition, students reported high overall satisfaction with the use of Wordwall games (M = 4.31, SD = 0.59). They reported that the interactive activities increased their motivation, sustained their attention, encouraged active participation, and made vocabulary learning more enjoyable and less stressful. The immediate feedback and competitive elements were also perceived as valuable features that supported vocabulary review and reinforced learning.
Application of this study: The findings provide practical evidence that Wordwall games can serve as an effective digital game-based learning tool for English vocabulary instruction in Thai EFL classrooms. English teachers can integrate Wordwall activities into regular classroom instruction, supplementary lessons, remedial teaching, and formative assessment to increase learner engagement and improve vocabulary retention. The approach is particularly suitable for technology-enhanced learning environments that emphasize student-centered and active learning.
Conclusions: This study concludes that Wordwall games significantly enhance English vocabulary retention while fostering positive learning experiences among Thai secondary school students. The integration of digital game-based learning into vocabulary instruction not only improves academic achievement but also promotes learner motivation, engagement, and satisfaction. These findings support the adoption of interactive educational technologies as effective instructional tools for English language teaching and provide valuable implications for teachers seeking innovative strategies to improve vocabulary learning outcomes in EFL contexts.

Article Details

How to Cite
Ketamon, T., Masosot, A., & Jingwangsa, P. (2026). The Effectiveness of Wordwall Games in Supporting English Vocabulary Retention for EFL Grade 9 Students in Thailand. Parichart Journal, 39(4). https://doi.org/10.55164/pactj.v39i4.283571
Section
Research Articles

References

UNESCO. (2025). 2025 East Asia report: Leadership in education is key to digital transformation. Global Education Monitoring Report. https://www.unesco.org/gem-report/en/2025eastasia

Kawinkoonlasate, P. (2020). Online language learning for Thai EFL learners: An analysis of effective alternative learning methods in response to the COVID-19 outbreak. English Language Teaching, 13(12), 15–26. https://doi.org/10.5539/elt.v13n12p15

Chaopipat, Y., Boontham, A., & Charoensatsiri, R. (2023). Effects of game-based learning on student engagement and academic achievement of metabolism of biomolecules in first-year nursing students. Journal of Education, Chulalongkorn University, 51(3), 1–13. tci-thaijo.org (In Thai).

Tae-tong, T., & Thaima, W. (2023). The development of English vocabulary learning by using team game tournament technique with gamification for grade 1 students. Journal of Paramita, 5(2), 67–79. https://awut.org/ojs/index.php/paramita/article/view/246

Chaiyasat, C., & Intakaew, A. (2023). Communicative language teaching for Thai EFL students and classroom silences in English medium instruction. Issues in Educational Research, 33(4), 1323–1340. http://www.iier.org.au/iier33/chaiyasat.pdf

Ali, Z., Mankash, M. A., & Ullah, N. (2022). Vocabulary learning strategies and their influence on language proficiency of multilingual undergraduate ESL learners. Journal of Educational Research & Social Sciences Review, 2(3), 21–34. https://www.researchgate.net/publication/369660047

Ali, H. M., & Fredriksson, M. (2023). The effect of vocabulary acquisition on L2 student’s communicative competence through task-based learning [Independent project, Jönköping University]. DiVA Portal. https://www.diva-portal.org/smash/get/diva2:1733985/FULLTEXT02.pdf

Masrai, A., & Milton, J. (2021). Vocabulary knowledge and academic achievement revisited: General and academic vocabulary as determinant factors. Southern African Linguistics and Applied Language Studies, 39(3), 282–294. https://doi.org/10.2989/16073614.2021.1942097

Bozna, H., & Yüzer, T. V. (2020). Digital natives’ use of Web 2.0 tools in learning foreign language: A case study. Language and Technology, 2(1), 26–43.

Kasprowicz, R. (2017, November 28). Gaming Grammar–How can games support language learning? [Video]. YouTube. https://www.youtube.com/watch?v=atDSOlBpkRo

Nurammida, N., Nizarrahmadi, & Yolanda, A. (2024). The effectiveness of Wordwall game as media to teach students' English vocabulary mastery of eighth-grade. Jurnal Jendela Pendidikan, 4(3), 283–292. https://www.ejournal.jendelaedukasi.id/index.php/JJP

Dang, T. H. T., & Hoang, H. L. (2025). Using Wordwall application to enhance English vocabulary for 7th grader students at a lower secondary school in Thai Nguyen. International Journal of Education, Humanities and Social Science, 8(5), 177–187. https://doi.org/10.54922/IJEHSS.2025.1091

Almuafa, H. A., & Alqurashi, H. S. (2025). The impact of using Wordwall interactive games on English vocabulary acquisition: Evidence from Saudi Arabia. International Journal of Linguistics, 17(2), 64–78. https://doi.org/10.5296/ijl.v17i2.22685

McLeod, S. (2025). Constructivism learning theory & philosophy of education. Simply Psychology. https://www.simplypsychology.org/constructivism.html

Sotthikun, R., Dibyamandala, J., & Mangkhang, C. (2022). Digital game-based learning management to enhance English vocabulary skill and collaborative skill in 21st century for high school students. Rajabhat Journal of Northern Rajabhat Universities, 12(2), 45–60. tci-thaijo.org (In Thai).

Saksittanupab, P. (2024). Enhancing vocabulary acquisition and retention: The role of spaced repetition in language learning. Journal of Modern Learning Development, 9(5), 205–215.

Bruggink, S., Dawson, J. W., & McKinnell, I. W. (2025). Isolating the effect of gamification–Design and analysis of a learning engagement app tailored to course content. Technology, Knowledge and Learning, 30(2), 1149–1166. https://doi.org/10.1007/s10758-025-09823-z

Phunsa, S., & Pawala, T. (2024). Learning through gameplay: Creating memorable learning experiences with games. Journal of Education and Learning Reviews, 1(1), 39–46. https://doi.org/10.60027/jelr.2024.678

Ilahiyati, N., Rohmah, Z., & Hamamah. (2023). The implementation of Wordwall games in vocabulary learning. IJEE (Indonesian Journal of English Education), 10(1), 144–159. https://doi.org/10.15408/ijee.v10i1.29905

Philpott, A., & Son, J.-B. (2022). Leaderboards in an EFL course: Student performance and motivation. Computers & Education, 190, 104605. https://doi.org/10.1016/j.compedu.2022.104605

Marpaung, A. W., & Katemba, C. V. (2025). Improving students’ vocabulary through unjumbled word wall medium at grade seven of SMPN 1 Parongpong. Journal of Innovative and Creativity, 5(3), 35282–35291.

Bouzaiane, B., & Youzbashi, A. (2024). The role of digital game-based language learning in EFL vocabulary learning and retention: A case study at a higher educational institute in Oman. Journal of Language Teaching and Research, 15(5), 1660–1669. https://doi.org/10.17507/jltr.1505.27

Sinaga, Y., Aryani, N., Herman, H., Fadhly, F., Rahmawati, R., & Al-Awawdeh, N. (2025). The effect of Wordwall media game on vocabulary development: A quasi-experimental study. English Review: Journal of English Education, 13(3), 1145–1154. https://doi.org/10.25134/englishreview.v13i3.101

Jia, W., Zhang, L., Pack, A., Guan, Y., & Zou, B. (2024). Digital game-based learning’s effectiveness on EFL learners’ receptive and productive vocabulary knowledge. Language Learning & Technology, 28(1), 1–21. https://doi.org/10.64152/10125/73554

Rajendran, M., Ray, M., Ilangovan, A., Xavier, Y., & Parthasarathy, G. (2024). Game-based learning and its impact on students’ motivation and academic performance. Multidisciplinary Reviews, 8, e2025074. https://doi.org/10.31893/multirev.2025074

Puangpunsi, N. (2023). Efficacy of Flipgrid app as an assistant for speaking skill development in EFL classroom. Parichart Journal, 36(4), 78–88. https://doi.org/10.55164/pactj.v36i4.265526

Morales, L., Castillo, J., & Cuarte, R. (2024). A systematic review on the effectiveness of digital game-based learning in the development of vocabulary skills. International Journal of Multidisciplinary Studies in Higher Education, 1(1), 55–62. https://doi.org/10.70847/586368

Putera, Z. F. (2023). The impact of game-based language learning apps on student engagement and proficiency. Transformational Language, Literature, and Technology Overview in Learning (TRANSTOOL), 2(3), 7–13. https://ojs.transpublika.com/index.php/TRANSTOOL

Meng, C., Zhao, M., Pan, Z., Pan, Q., & Bonk, C. J. (2024). Investigating the impact of gamification components on online learners’ engagement. Smart Learning Environments, 11(47). https://doi.org/10.1186/s40561-024-00336-3