Original Research Article

Gamification in Language Learning: Effectiveness of Mobile Applications for ESL Students

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David Chen1, Park Min-jun2
Published: December 10, 2025
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Abstract

This experimental study evaluated the effectiveness of gamified mobile applications in improving English as a Second Language (ESL) proficiency among 380 university students in Taiwan and South Korea. Participants were randomly assigned to a gamified learning group, a traditional mobile app group, and a control group over a 16-week intervention period. Pre- and post-test results using the TOEFL iBT showed significantly greater improvements in the gamified group for vocabulary acquisition (d = 0.91), reading comprehension (d = 0.64), and listening skills (d = 0.72). Engagement metrics showed 78% higher daily usage rates in the gamified group. Qualitative data revealed that competition elements, progress visualization, and social features were key motivational drivers.

Keywords

gamificationlanguage learningESLmobile applicationseducational technology

Author Details

  • 1David ChenDepartment of Curriculum and Instruction, National Taiwan University, Taiwan
  • 2Park Min-junDepartment of Education, Seoul National University, South Korea