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<!DOCTYPE ArticleSet PUBLIC "-//NLM//DTD PubMed 2.7//EN" "https://dtd.nlm.nih.gov/ncbi/pubmed/in/PubMed.dtd">
<ArticleSet>
<Article>
<Journal>
				<PublisherName>University of Isfahan</PublisherName>
				<JournalTitle>Applied Research on English Language</JournalTitle>
				<Issn>3134-0644</Issn>
				<Volume>15</Volume>
				<Issue>2</Issue>
				<PubDate PubStatus="epublish">
					<Year>2026</Year>
					<Month>04</Month>
					<Day>01</Day>
				</PubDate>
			</Journal>
<ArticleTitle>Gamified Mobile Learning to Enhance Vocabulary Acquisition and Speaking Fluency among Secondary EFL Students</ArticleTitle>
<VernacularTitle></VernacularTitle>
			<FirstPage>65</FirstPage>
			<LastPage>102</LastPage>
			<ELocationID EIdType="pii">30531</ELocationID>
			
<ELocationID EIdType="doi">10.22108/are.2026.147596.2670</ELocationID>
			
			<Language>EN</Language>
<AuthorList>
<Author>
					<FirstName>Slamet</FirstName>
					<LastName>Ardea</LastName>
<Affiliation>Universitas PGRI Delta Sidoarjo, Sidoarjo, Indonesia</Affiliation>

</Author>
<Author>
					<FirstName>Siti</FirstName>
					<LastName>Aisyah</LastName>
<Affiliation>Universitas PGRI Delta Sidoarjo, Sidoarjo, Indonesia</Affiliation>

</Author>
<Author>
					<FirstName>Kani Sulam</FirstName>
					<LastName>Taufik</LastName>
<Affiliation>Universitas PGRI Delta Sidoarjo, Sidoarjo, Indonesia</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2025</Year>
					<Month>11</Month>
					<Day>27</Day>
				</PubDate>
			</History>
		<Abstract>Research on mobile-assisted language learning has underscored its potential to enrich vocabulary development and provide flexible oral practice, yet evidence remains limited on how gamified mobile ecosystems shape the intertwined advancement of lexical command and fluent speech among secondary English as a Foreign Language (EFL) learners. This study explored how a structured gamified mobile learning intervention addressed these gaps by embedding progress quests, time-bound speaking missions, and reward-based vocabulary tasks into instructional routines. Employing a quasi-experimental pretest-posttest design, data were gathered from 122 students selected through intact class sampling across Grade 8, utilizing a receptive and productive vocabulary test and a rubric-based speaking fluency assessment administered before and after the intervention. Additional data were obtained from a closed-ended questionnaire capturing learner engagement patterns and a structured interview with selected participants to explore task experiences in greater depth. The results revealed meaningful expansion in vocabulary repertoire and more sustained spoken delivery, while several learners demonstrated inconsistent pacing, reduced stamina during extended tasks, and difficulty transferring practiced items into spontaneous conversation. These divergent outcomes suggest that gamified mobile learning can enhance lexical retrieval and oral participation, yet its effectiveness depends on calibrated task design that minimizes mechanical participation and fluctuating speech performance.</Abstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">EFL</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Gamification</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Mobile-assisted Learning</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">secondary students</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Vocabulary Acquisition</Param>
			</Object>
		</ObjectList>
<ArchiveCopySource DocType="pdf">https://are.ui.ac.ir/article_30531_667c8f8338ad34d21ba58738b1d761db.pdf</ArchiveCopySource>
</Article>
</ArticleSet>
