#FINDINGDAHL: Proposed Game-Based Learning Material Using Roald Dahl's Books

Authors

DOI:

https://doi.org/10.7719/jpair.v64i1.983

Keywords:

Reading Comprehension, Vocabulary Development, Advanced Game-based Learning Material, Interactive Website

Disciplines:

Literacy Education, Educational Technology

Abstract

Researchers are increasingly seeking innovative strategies for effective knowledge transmission through instructional materials, and one recommended approach is the gamification of lessons and activities that provide students with opportunities to be more active vocabulary builders. The gap being addressed through gamified materials is the deterioration in students' comprehension and vocabulary. The Likert Scale was used to evaluate the effectiveness of an advanced word search puzzle in enhancing students' comprehension and retention of story elements, as well as improving their word recognition and vocabulary skills. The results show that the students agreed that the word search puzzle helped them remember significant aspects of the literary piece used, with the highest mean of 3.51, as well as expand and recognize their vocabulary, with calculated means ranging from 3.51 to 3.58. The findings affirm that gamified learning materials, such as advanced word search puzzles, are effective in supporting reading comprehension and promoting vocabulary development among learners.

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Author Biography

  • Norlane Jen M. Punzalan, University of Batangas

    Batangas City Campus, Hilltop, Batangas City 4200 - Philippines

References

Amalia, R., Latief, H., & Natsir, R. Y. (2023). Teachers’ Challenges in Implementing Vocabulary Games in English Class for the Tenth Grade of. Journal of Language Testing and Assessment, 3(1), 51–57. https://doi.org/10.56983/jlta.v3i1.312

Azim, M. U., Hussain, Z., Bhatti, A. M., & Iqbal, M. (2020). Recycling of vocabulary in English Language Teaching: From theory to practice. Epistemology, 7(1), 88-102.

Chen, Y., & Hsu, C. (2020). Self-regulated mobile game-based English learning in a virtual reality environment. Computers & Education, 154, 103910. https://doi.org/10.1016/j.compedu.2020.103910

Published

2026-03-30

Issue

Section

Articles

How to Cite

Punzalan, N. J. (2026). #FINDINGDAHL: Proposed Game-Based Learning Material Using Roald Dahl’s Books. JPAIR Multidisciplinary Research, 64(1), 1-17. https://doi.org/10.7719/jpair.v64i1.983