The effects of gamification on improving contextual competence of digital slang among generation Z
Keywords:
Gamification, Digital Slang, Contextual Competence, Generation Z, Applied LinguisticsAbstract
This study investigates the impact of gamification on improving the contextual competence of digital slang among Generation Z learners. Using a quasi-experimental, pretest-posttest control group design, 112 undergraduate students participated in a 10-week intervention. The experimental group utilized a gamified platform featuring progression indicators and immediate feedback, while the control group followed traditional instruction. Findings reveal that the gamified approach significantly enhanced students' ability to use digital slang accurately within socio-pragmatic contexts (). The results also indicate that gamification fostered higher intrinsic motivation and sustained engagement throughout the intervention. This research contributes to applied linguistics by providing an empirical framework for integrating game mechanics into socio-pragmatic instruction, offering practical implications for educators designing modern, digital-native language environments.
References
Adzmi, N. A., Bidin, S., Selvaraj, B., & Saad, S. (2024). The role of gamification in enhancing engagement and motivation in language learning. International Journal of Research and Innovation in Social Science, 8(9), 2402-2411. https://dx.doi.org/10.47772/IJRISS.2024.8090197
Campbell, D. T., & Stanley, J. C. (2015). Experimental and quasi-experimental designs for research. Ravenio Books.
Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE Publications.
Dehganzadeh, H., & Dehganzadeh, H. (2020). Investigating effects of digital gamification-based language learning: A systematic review. Journal of English Language Teaching and Learning, 12(25), 53-93. https://doi.org/10.22034/elt.2020.10676
Field, A. (2018). Discovering statistics using IBM SPSS statistics (5th ed.). SAGE Publications.
Flores, J. F. F. (2015). Using gamification to enhance second language learning. Digital Education Review, (27), 32-54. https://dialnet.unirioja.es/servlet/articulo?codigo=5495904
Gündüz, N. (2016). Sociopragmatic elements and possible failure in EFL teaching. Dil Dergisi, 167(1), 49-65. https://www.ceeol.com/search/article-detail?id=549434
Hamoudi, A. (2021). Threads of Socio-pragmatics in Higher Education: Perspectives on Improving EFL Learning and Use. Argentinian Journal of Applied Linguistics-ISSN 2314-3576, 9(1), 60-69. https://ajal.faapi.org.ar/ojs-3.3.0-5/index.php/AJAL/article/view/11
Iqbal, A., Yousaf, S., & Saba, K. (2026). Decoding Digital Talk: Gen Z Understanding of Slang in Digital Communication. Liberal Journal of Language & Literature Review, 4(2), 18-39. https://llrjournal.com/index.php/11/article/view/608
Ishaq, K., Zin, N. A. M., Rosdi, F., Jehanghir, M., Ishaq, S., & Abid, A. (2021). Mobile-assisted and gamification-based language learning: a systematic literature review. PeerJ Computer Science, 7, e496. https://peerj.com/articles/cs-496/
Luu, D. P., Nguyen, H. M. A., Nguyen, D. T. T., Le, N. D., Le, T. T. V., Do, T. X. T. (2025). Integrating gamification into the classroom: Theoretical mechanisms for enhancing student engagement. International Journal of All Research Writings, 7(4), 22-30.
Luu, D. P., Nguyen, V. T. X., Do, L. C., & Nguyen, T. P. (2025). A Self-Determination Theory Model of Gamified EFL Intrinsic Motivation. EuroGlobal Journal of Linguistics and Language Education, 2(5), 60-74. https://doi.org/10.69760/egjlle.2505005
Miri, B. A. M. (2025). The Effect of Social Media on The Iraqi Slang: A Socio-Pragmatic Study. Journal of Pragmatics Research, 7(2), 384-417. https://ejournal.uinsalatiga.ac.id/index.php/jopr/article/view/4614
Phi, L. D., Anh, N. H. M., Truc, N. D. T., Dung, L. N., Vi, L. T. T., & Thu, D. T. X. (2025). The Socio-Pragmatics of Digital Slang in Post-Pandemic Online Communities. Acta Globalis Humanitatis et Linguarum, 2(5), 28-39. https://doi.org/10.69760/aghel.0250050003
Rahman, Z. T., Lal, R., & Rena, R. (2024). Challenges of communication with Gen-Z in the era of artificial intelligence-interceded digital economy. In AI-oriented competency framework for talent management in the digital economy (pp. 76-94). CRC Press. https://www.taylorfrancis.com/chapters/edit/10.1201/9781003440901-5/challenges-communication-gen-era-artificial-intelligence-interceded-digital-economy-zakia-tasmin-rahman-ruhi-lal-ravinder-rena
Rehman, Z., Ramzan, R. M., & Alvi, S. F. (2025). Pragmatic Failure And Misunderstanding In Intercultural Communication: A Theoretical Analysis. International Premier Journal of Languages & Literature, 3(2), 175-188. https://ipjll.com/ipjll/index.php/journal/article/view/95
Roseni, E., & Muho, A. (2024). Impact of gamification and interactive language learning platforms on engagement and proficiency in English language education. Journal of Education Culture and Society, 15(2), 205-222. https://doi.org/10.15503/jecs2024.2.205.222
Shen, Z., Lai, M., & Wang, F. (2024). Investigating the influence of gamification on motivation and learning outcomes in online language learning. Frontiers in Psychology, 15, 1295709. https://doi.org/10.3389/fpsyg.2024.1295709
Siagian, N. R., & Yuliana, N. (2024). The role of social media in Generation Z communication. Interdisciplinary Journal of Advanced Research and Innovation, 2(1), 1-10. https://doi.org/10.58860/ijari.v1i3.27
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 The Author(s)

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