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The objectives of this research were to compare the learning achievement on the English lexical system of third-year English-major students before and after the implementation of the game application, to investigate English lexical retention after learning with the game application, and to explore the satisfaction of the students on their learning with the game application. The cluster sampling method was applied to select 52 third-year students enrolling the morphology course in the first semester of the 2019 academic year at Chiang Mai Rajabhat University. The research instruments consisted of five learning management plans on the English lexical system, a 60-item learning achievement test with short answers, and a satisfaction questionnaire. The data were statistically analyzed for mean, standard deviation, and t-test. The research results revealed that the learning achievements of the students after the implementation of the game application were significantly higher with the mean scores of 47.58 and 8.40 respectively. Moreover, the game application had a positive impact on the lexical retention of the students and thus their satisfaction with learning with the incorporation of the game application was at the highest level.
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