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  1. Home
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  3. Vol. 10, No. 3, August 2025
  4. Articles

Issue

Vol. 10, No. 3, August 2025

Issue Published : Jun 13, 2025
Creative Commons License

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

Effectiveness of a Competitive Educational Game with a Game Controller in English Game-based Language Learning

https://doi.org/10.22219/kinetik.v10i3.2253
Galang Prihadi Mahardhika
Ibaraki University, Hitachi, Ibaraki, Japan
Astari Husna Masitha
Sekolah Menengah Atas Masa Depan, Yogyakarta
Masaru Kamada
Ibaraki University, Hitachi, Ibaraki, Japan

Corresponding Author(s) : Galang Prihadi Mahardhika

24nd303x@vc.ibaraki.ac.jp

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, Vol. 10, No. 3, August 2025
Article Published : Jun 13, 2025

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Abstract

Game-based language learning has emerged as a promising approach to language learning activities. Despite its potential, concepts for implementing game-based language learning that emphasize player-to-player and player-to-game interactions have not been widely adopted. This study presents an educational game as a game-based language learning application that incorporates face-to-face interaction concepts and competitive game approaches to enhance player-to-player interaction. Additionally, the game utilizes a specially designed game controller to improve player-to-game interaction. The impact of the proposed educational game on the students' learning experience, gaming experience, and motivation was evaluated through a process involving 42 high school students (14 females and 28 males). The findings suggest that integrating concepts of face-to-face interaction in competitive game scenarios and the game controller design proposed in this study fosters social interactions among players, positively influencing students' learning experience, gaming experience, and motivation. Furthermore, the findings reveal that students prefer game controllers with microswitch buttons because they provide a physical feel that reduces errors during gameplay. This underscores the importance of ergonomic, easy-to-use game controller designs that minimize errors when playing educational games. By focusing on the interplay between player-to-player and player-to-game interactions, this study provides insight into designing interactive educational games that utilize interaction technology, particularly for language learning.

Keywords

Game-Based Language Learning Competitive Gaming Game Controller Player-to-player Interaction Player-to-game Interaction
Mahardhika, G. P., Masitha, A. H., & Kamada, M. (2025). Effectiveness of a Competitive Educational Game with a Game Controller in English Game-based Language Learning. Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, 10(3), 387-398. https://doi.org/10.22219/kinetik.v10i3.2253
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References
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References


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E. Kuche, A. Demissie, and W. Wanna, “English Language Teacher Educators’ Knowledge and Skills on Early Grade Reading Instruction,” Heliyon, vol. 10, no. 19, pp. e38360, 2024, https://doi.org/10.1016/j.heliyon.2024.e38360.

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X. Wu and L. Chen, “Investigating the Contribution of Student Engagement and Foreign Language Enjoyment to English Majors’ TEM4-Related Positive Emotions: A Positive Reinforcement Perspective,” Learning and Motivation, vol. 88, pp. 102043, 2024, https://doi.org/10.1016/j.lmot.2024.102043.

M. Chowdhury et al., “Digital Game-Based Language Learning for Vocabulary Development,” Computers and Education Open, vol. 6, pp. 100160, 2024, https://doi.org/10.1016/j.caeo.2024.100160.

G. Vnucko, Z. Kralova, and A. Tirpakova, “Exploring the Relationship Between Digital Gaming, Language Attitudes, and Academic Success in EFL University Students,” Heliyon, vol. 10, no. 13, pp. e33301, 2024, https://doi.org/10.1016/j.heliyon.2024.e33301.

R. Zhang and D. Zou, “Types, Purposes, and Effectiveness of State-of-the-Art Technologies for Second and Foreign Language Learning,” Computer Assisted Language Learning, vol. 35, no. 4, pp. 696-742, 2020, https://doi.org/10.1080/09588221.2020.1744666.

S.-Y. Chen, J.-C. Tsai, S.-Y. Liu, and C.-Y. Chang, “The Effect of a Scientific Board Game on Improving Creative Problem Solving Skills,” Thinking Skills and Creativity, vol. 41, p. 100921, 2021, https://doi.org/10.1016/j.tsc.2021.100921.

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C. Gao, F. Wang, and J. H. Danovitch, “Can Touchscreens Replace Teachers? Chinese Children’s Character Learning from a Touchscreen-Based App, Video, or Face-to-Face Instruction,” Journal of Experimental Child Psychology, vol. 244, pp. 105961, 2024, https://doi.org/10.1016/j.jecp.2024.105961.

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