Gamified Listening in Hospitality ESP: Enhancing Listening Skills and Engagement of Thai EFL University Students
Main Article Content
Abstract
This study aimed to: 1) examine the effectiveness of gamified listening activities in improving listening skills, 2) analyze the levels of learners’ engagement in a Hospitality English course, and 3) explore students’ perceptions of the gamified activities. A mixed-methods design was utilized after the listening gamification intervention, with 22 tourism-major students enrolled in Hospitality English in the second semester of the 2024 academic year, selected through purposive sampling. The research instruments consisted of a pretest and posttest of listening skills, a learner engagement questionnaire, and semi-structured interviews. The listening tests consisted of three components: general comprehension, lexical recognition, and contextual understanding, all embedded in hospitality situations. The data were collected over a period of 12 weeks. Data were analyzed using the Wilcoxon Signed-rank Test and content analysis. The findings revealed that: (1) listening skills across all three dimensions significantly improved after implementing the gamified listening activities (pretest: M = 12.00, SD = 5.589; posttest: M = 18.77, SD = 3.915; p < .001), with the largest gains observed in hotel-specific vocabulary (p < .001). 2) The questionnaire results indicated high engagement (M = 4.43, SD = .645) across emotional, behavioral, and cognitive dimensions. 3) Students reported that game elements such as points, leaderboards, and rewards helped to enhance motivation, increase enjoyment, and improve vocabulary retention, which is aligned with the behavioral engagement (M = 4.44, SD = .615). However, during the focus group interview, some noted anxiety from competitive activities, suggesting that balanced activity design should integrate collaboration and reflection alongside competition. Overall, the study demonstrates that gamified listening effectively enhances listening skills and engagement in ESP, offering practical implications for improving English instruction in hospitality education.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
1. Any views and comments in the Journal of Social Innovation and Lifelong Learning are the authors’ views. The editorial staff have not to agree with those views and it is not considered as the editorial’s responsibility.
2. The responsibility of content and draft check of each article belongs to each author. In case, there is any lawsuit about copyright infringement. It is considered as the authors’ sole responsibility.
3. The article copyright belonging to the authors and The Far Eastern University are copyrighted legally. Republication must be received direct permission from the authors and The Far Eastern University in written form.
References
Aguilos, V., Gallagher, C., & Fuchs, K. (2022). Gamification of virtual language learning: A case study with Thai undergraduate students. International Journal of Information and Education Technology, 12(10), 1098–1103. https://doi.org/10.18178/ijiet.2022.12.10.1726
Anthony, L. (2018). Introducing English for specific purposes. Routledge. https://doi.org/10.4324/9781351031189
Appleton, J. J., Christenson, S. L., & Furlong, M. J. (2008). Student engagement with school: Critical conceptual and methodological issues of the construct. Psychology in the Schools, 45(5), 369–386. https://doi.org/10.1002/pits.20303
Basturkmen, H. (2010). Developing courses in English for specific purposes. Palgrave Macmillan.
Boonsamritphol, N. (2022). Implementation of the World Englishes instructional model for enabling Thai students’ listening comprehension toward varieties of English. English Language Teaching, 15(4), 86–99. https://doi.org/10.5539/elt.v15n4p86
Buck, G. (2001). Assessing listening. Cambridge University Press.
Common European Framework of Reference for Languages (CEFR). (n.d.). Council of Europe. https://www.coe.int/en/web/common-european-framework-reference-languages
Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). Sage.
Creswell, J. W., & Plano Clark, V. L. (2018). Designing and conducting mixed methods research (3rd ed.). Sage Publications.
Crystal, D. (2003). English as a global language (2nd ed.). Cambridge University Press. https://doi.org/10.1017/CBO9780511486999
Danowska-Florczyk, E., & Mostowski, P. (2012). Gamification as a new direction in teaching Polish as a foreign language. ICT for Language Learning. https://conference.pixel-online.net/conferences/ICT4LL2012/common/download/Paper_pdf/272-IBT55-FP-Florczyk-ICT2012.pdf
Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01
Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee, E., & Noroozi, O. (2021). Using gamification to support learning English as a second language: a systematic review. Computer Assisted Language Learning, 34(7), 934–957. https://doi.org/10.1080/09588221.2019.1648298
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. https://doi.org/10.1145/2181037.2181040
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed, and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi.org/10.1186/s41239-017-0042-5
Dudley-Evans, T., & St John, M. J. (1998). Developments in English for specific purposes: A multidisciplinary approach. Cambridge University Press.
Economics Tourism and Sport Division (2025, June 5). MOTS Economic Report. [Status update]. Facebook. https://www.facebook.com/ETSMOTS/posts/-%
EF Education First. (2024). EF English Proficiency Index: A ranking of 116 countries and regions by English skills. EF Education First. https://www.ef.com/epi/
Fang, X. (2008). Listening comprehension in EFL teaching. US-China Foreign Language [PowerPoint Slides], 6(1), 21–29. https://www.slideshare.net/slideshow/listening-comprehension-in-efl-teaching-14289732
Field, J. (2008). Listening in the language classroom. Cambridge University Press.
https://doi.org/10.1017/CBO9780511575945
Flowerdew, J., & Miller, L. (2005). Second language listening: Theory and practice. Cambridge University Press. https://doi.org/10.1017/CBO9780511667244
Flores, J. F. (2015). Using gamification to enhance second language learning. Digital Education Review, 27, 32–54. https://revistes.ub.edu/index.php/der/article/view/11912/pdf
Fredricks, J. A., & Paris, P. C. B. a. a. H. (2004). School engagement: potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109. https://www.jstor.org/stable/3516061
Girardelli, D. (2017). Impromptu speech gamification for ESL/EFL students. Communication Teacher, 31(3), 156–161. https://doi.org/10.1080/17404622.2017.1314522
Govindarajan, R. (2020). Exploiting gamification and interactive activities to achieve better students’ engagement in ELT classes. Arab World English Journal (AWEJ) Proceedings of 2nd MEC TESOL Conference 2020, 238–251.
https://doi.org/10.24093/awej/MEC2.17
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences (HICSS), 3025–3034. https://doi.org/10.1109/HICSS.2014.377
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019
Hassen, D. (2016). The influence of podcasts on EFL students’ listening comprehension (Master’s thesis, University Mohamed Kheider of Biskra, Faculty of Letters and Languages). People’s Democratic Republic of Algeria.
Henrie, C. R., Halverson, L. R., & Graham, C. R. (2015). Measuring student engagement in technology-mediated learning: A review. Computers & Education, 90, 36–53. https://doi.org/10.1016/j.compedu.2015.09.005
Huang, W. H.-Y., & Soman, D. (2013). Gamification of education (Research Report Series: Behavioural Economics in Action). University of Toronto. https://mybrainware.com/wp-content/uploads/2017/11/Gamification-in-Education-
Huang.pdf
Huseinovic, L. (2023). The effects of gamification on student motivation and achievement in learning English as a foreign language in higher education. MAP Education and Humanities, 4, 10–36. https://doi.org/10.53880/2744-2373.2023.4.10
Husin, N. S., Mohd Yusof, N., & Nordin, S. (2023). The importance of English communication skills in the hospitality industry. European Proceedings of Educational Sciences, 8, 580–589. https://doi.org/10.15405/epes.23097.69
Hutchinson, T., & Waters, A. (1987). English for specific purposes: A learning-centred approach. Cambridge University Press. https://doi.org/10.1017/CBO9780511733031
Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game-based learning research: A review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10. https://doi.org/10.1111/j.1467-8535.2011.01242.x
Hwang, J., & Choi, L. (2020). Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty. Journal of Business Research, 106, 365–376. https://doi.org/10.1016/j.jbusres.2019.01.031
Jenkins, J. (2014). English as a lingua franca in the international university: The politics of academic English language policy. Routledge.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
Kisawadkorn, K., Ngonkum, S., & Deerajviset, P. (2022, November 11). Thai EFL undergraduate students’ use of listening strategies and listening problems in comprehending academic lectures. Journal of Humanities and Social
Sciences, Nakhon Phanom University, 12(3), 15-28. https://so03.tci-thaijo.org/index.php/npuj/article/view/264173
Kirkpatrick, A. (2012). English in ASEAN: implications for regional multilingualism. Journal of Multilingual and Multicultural Development, 33(4), 331–344. https://doi.org/10.1080/01434632.2012.661433
Laeha, M., & Laohawiriyanon, C. (2022). English listening comprehension difficulties of high and low proficiency learners. EDUPSU Journal of Education, Prince of Songkla University, Pattani Campus, 33(1), 45–64. https://so02.tci-thaijo.org/index.php/edupsu/article/view/243352
Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage.
Marasabessy, F. Y., Mustika, A., Indriyani, S., Amelia, R., & Rintaningrum, R. (2025). Hospitality English: Essential phrases for hotel and tourism professionals. International Journal of Educational Research Excellence, 4(1), 211–224. https://doi.org/10.55299/ijere.v4i1.1303
Matyakhan, T., Chaowanakritsanakul, T., & Santos, J. A. L. (2024). Implementing gamification to enhance reading engagement and reading comprehension of Thai EFL university students. LEARN Journal: Language Education and
Acquisition Research Network, 17(1), 121–239. https://so04.tci-thaijo.org/index.php/LEARN/article/view/270383
McDonough, J., & Shaw, C. (2013). Materials and methods in ELT: A teacher's guide. Wiley Blackwell.
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534. https://doi.org/10.1016/j.chb.2015.08.048
Merriam, S. B., & Tisdell, E. J. (2016). Qualitative research: A guide to design and implementation. Jossey-Bass.
Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge University Press. https://doi.org/10.1017/CBO9781139524759
Nickerson, C. (2020). English as a lingua franca in international business contexts. In J. Jenkins, W. Baker, & M. Dewey (Eds.), The Routledge handbook of English as a lingua franca (pp. 478–490). Routledge.
Nilubol, K. (2023). The feasibility of an innovative gamified flipped classroom application for university students in EFL context: An account of autonomous learning. English Language Teaching, 16(8), 24–38. https://doi.org/10.5539/elt.v16n8p24
Office of the Permanent Secretary, Ministry of Higher Education, Science, Research and Innovation. (2024). English proficiency standards for higher education students. Bangkok: OPS, MHESI.
Palakaprasith, T., Chotikapanich, R., & Adipat, S. (2024). English preservice teachers’ perceptions of listening comprehension difficulties. Shanlax International Journal of Education, 12(4), 17–24. https://shanlaxjournals.in/journals/index.php/education/article/view/7885
Panmei, B., & Waluyo, B. (2022). The pedagogical use of gamification in English vocabulary training and learning in
higher education. Education Sciences, 13(1), 24. https://doi.org/10.3390/educsci13010024
Pinsirikul, Y., Chuduang, W., Nunainam, T., Jantawong, L., & Tapnimit, V. (2023). English Communication Problems and
Solutions of Thai Hotel Staff Working with Foreigners in Phuket Province. Journal of Liberal Arts Prince of Songkla University, 15(2), 269038. https://doi.org/10.14456/jlapsu.2023.19
Prasongngern, P., & Soontornwipast, K. (2023). Effects of listening strategy instruction incorporating intensive and
extensive listening on listening skills and metacognitive awareness. International Journal of Instruction, 16(4), 155–172. https://doi.org/10.29333/iji.2023.16410a
Reeve, J., & Tseng, C. M. (2011). Agency as a fourth aspect of students’ engagement during learning activities. Contemporary Educational Psychology, 36(4), 257–267. https://doi.org/10.1016/j.cedpsych.2011.05.002
Reuters. (2024, July 30). Thailand welcomed 20.3 million foreign tourists January to late July 2024.
Richards, J. C. (2008). Teaching listening and speaking: From theory to practice. Cambridge University Press. https://www.professorjackrichards.com/wp-content/uploads/teaching-listening-and-speaking-from-theory-to-practice.pdf
Rutamornchai, N., Manokarn, P., Petchmongkon, P., Thinthonglang, S., Montreewong, S., Jiamanukunkij, N., &
Thatsakhorn, C. J. (2024). Listening problems in the TOEIC test for English majors: An exploratory case study in a Thai university. Journal of Studies in the English Language, 19(1), 93–125. https://doi.org/10.64731/jsel.v19i1.270888
Sailer, M., Hense, J., Mayr, S., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033
Salmani-Nodoushan, M. A. (2020). English for specific purposes: Traditions, trends, directions. Studies in English Language and Education, 7(1), 247–268. https://doi.org/10.24815/siele.v7i1.16342
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006
Tavakol, M., & Dennick, R. (2011). Making sense of Cronbach’s alpha. International Journal of Medical Education, 2, 53–55. https://doi.org/10.5116/ijme.4dfb.8dfd
Veljkovic Michos, M. (2017). Gamification in Foreign Language Teaching: Do You Kahoot?. International Scientific Conference on Information Technology and Data Related Research, 511-516. https://doi.org/10.15308/SINTEZA-2017-511-516
Waluyo, B., & Balazon, F. G. (2024). Exploring the impact of gamified learning on positive psychology in CALL environments: A mixed-methods study with Thai university students. Acta Psychologica, 251, 104638, 1-13 https://doi.org/10.1016/j.actpsy.2024.104638
Waluyo, B., Bucol, J. L. (2021). The impact of gamified vocabulary learning using Quizlet on low-proficiency students. Computer-Assisted Language Learning Electronic Journal, 22(1), 164-185. https://callej.org/index.php/journal/article/view/326/257
Waluyo, B., Phanrangsee, S., & Whanchit, W. (2023). Gamified grammar learning in online English courses in Thai higher education. Online Journal of Communication and Media Technologies, 13(4), e202354. https://doi.org/10.30935/ojcmt/13752
Wichadee, S., & Pattanapichet, F. (2018). Enhancement of performance and motivation through the application of digital games in an English language classroom. Teaching English with Technology, 18(1), 77–92. https://cejsh.icm.edu.pl/cejsh/element/bwmeta1.element.desklight-7aeb770c-7cdc-41c3-8a3b-668a67a9f088
World Travel & Tourism Council. (2023). Economic impact reports. https://wttc.org
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction:
A systematic review of empirical evidence. Educational Research Review, 30, 100326.