Reimagining English Language Pedagogy through Game-Based Learning: A Conceptual Framework for Learner Engagement, Communicative Competence and Language Proficiency

Page No.: 47-59

Authors

  • Vimal A Stella Mary’s College of Engineering, Kanniyakumari Dist, Tamil Nadu, India Author
  • Suganth R S Vivekananda College, Kanniyakumari Dist, Tamil Nadu, India Author

DOI:

https://doi.org/10.67313/slijms.2026.39

Keywords:

Game-Based Learning, Learner Engagement, Communicative Competence, Language Proficiency, Constructivist Learning.

Abstract

The contemporary landscape of English as a Foreign or Second Language (EFL/ESL) pedagogy is undergoing a profound paradigm shift, transitioning away from instructor-led, form-focused grammar transmission toward immersive, learner-centric, and technology-mediated environments. This paper presents an exhaustive theoretical and empirical synthesis of Digital Game-Based Language Learning (DGBLL) and playful pedagogical frameworks, evaluating their structural impact on learner engagement, communicative competence, and language proficiency. Grounded in an integrative conceptual architecture that synthesizes Self-Determination Theory, Flow Theory, Vygotskyan Sociocultural Theory, Cognitive Load Theory, and Activity Theory, this investigation unpacks how interactive game mechanics such as quest-driven branching narratives, adaptive difficulty loops, immediate feedback structures, and peer-to-peer multiplayer interactions, reconfigure the Second Language Acquisition (SLA) experience. Through a systematic meta-synthesis of recent empirical literature, this study demonstrates that game-based learning interventions yield statistically significant gains in affective motivation, contextual vocabulary retention, pragmatic fluency, and listening comprehension compared to conventional instruction. Furthermore, this paper analyzes the operationalization of Artificial Intelligence-enabled Adaptive Game-Based Language Learning (AI-AGBLL) and stealth assessment frameworks, which permit real-time, unobtrusive psychometric measurement without disrupting learner immersion. The study concludes with strategic recommendations for pedagogical integration, curriculum alignment, and future research directions to bridge the gap between recreational gaming affordances and formal instructional objectives.

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Author Biographies

  • Vimal A, Stella Mary’s College of Engineering, Kanniyakumari Dist, Tamil Nadu, India

    Assistant Professor, Department of English, Stella Mary’s College of Engineering, Kanniyakumari Dist, Tamil Nadu, India

  • Suganth R S, Vivekananda College, Kanniyakumari Dist, Tamil Nadu, India

    Assistant Professor, Department of English, Vivekananda College, Kanniyakumari Dist, Tamil Nadu, India

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Published

2026-08-07

Issue

Section

Articles

How to Cite

Reimagining English Language Pedagogy through Game-Based Learning: A Conceptual Framework for Learner Engagement, Communicative Competence and Language Proficiency: Page No.: 47-59. (2026). Stanzaleaf International Journal of Multidisciplinary Studies, 3(1). https://doi.org/10.67313/slijms.2026.39

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