The findings of this study are discussed with respect to the research questions set in the Introduction.
- Is there any effectiveness of digital games as an informal learning tool for improving English language proficiency among EFL college students, and what design features of these games contribute to their success in facilitating language learning?
The results reveal that digital games have the potential to be effective tools for improving English language proficiency among EFL college students. Table 1 shows a good and accepted impact of language skills development (LSD) and perceived usefulness (0.512), which is in agreement with other studies that have also shown moderate effects of digital games on enhancing students' vocabulary, listening, communication, and interaction skills [7–8, 10–11], while also promoting motivation and engagement in the learning process [16, 29]. Table 1 illustrates a good and accepted impact in two cases, design features (DF) with behavioral intention (BI), where it produced (0.444), and language skills development (LSD) and perceived usefulness as (0.512). In addition, students’ physical, cognitive, emotional, and social development occur naturally during play through problem-solving, critical thinking, competition, interaction, engagement, and persistence.
The design features of successful language learning games typically include immersive, interactive, personalized, feedback, unlimited/ multiple attempts, progressive, comfortable in using the language, and engagement. The main result of the present study, as shown in Table 2, is the item loading that has the highest value for BI (0.822), design features (personalization) with (0.983), which is in line with the findings by [12–13], followed by interactivity with (0.980) (cf. [7], and language skills development (LSD) with (0.883). Furthermore, the results show that perceived ease of use (PEOU) with (0.937), and perceived usefulness (PU) with (0.892) are also significant factors. Interactivity allows students to engage with the content in a dynamic and engaging way, while feedback provides them with information on their progress and areas for improvement [30]. Immersion provides an environment that simulates real-life situations, enabling students to practice their language skills in a contextualized manner [31]. Adaptability, on the other hand, allows the game to adjust the difficulty level to match the student’s abilities, ensuring that they are always challenged but not overwhelmed. This is in line with Moyer-Packenham et al. [22] who made a study on how the design elements in digital games promoted learning with a special focus on six areas. Accuracy feedback, unlimited/multiple attempts, information tutorials and suggestions, focused constraints, progressive levels, and game efficiency were some of these categories. Thus, and as clarified in Table 6, the results show significant results where all Mean values are above 3, which is accepted well. And STD is above 0.7 and less than 1, which is strongly accepted by all the model factors. The emergence of gaming consoles and computer games has undoubtedly increased interest in gaming among players of all ages and, consequently, among educators in general. Games are no longer viewed as being only appropriate for children or in private settings, but rather incorporate a number of genres found in adult forms of communication, including ones that are unique to the game environment [11].
Overall, digital games have the potential to be effective informal learning tools for improving English language proficiency among EFL college students. Their success depends on carefully designed features that enhance interactivity, feedback, immersion, and adaptivity.
2. How do EFL college students perceive the use of digital games as a language learning tool and what factors influence their motivation and engagement with these games in informal learning settings?
According to the results of this study, it is not easy for the students to associate the intention to learn a language and perceived ease of use of the games with learning as shown in Fig. 1 and Table 1 because the findings demonstrate a weak impact on the behavioral intention with perceived ease of use and perceived usefulness. However, understanding how EFL college students perceive the use of digital games as a language learning tool and what factors influence their motivation and engagement with these games is crucial for optimizing their effectiveness as an informal learning tool. Online applications generally promote increasing students’ motivation by their nature [29, 32]. Factors that can influence students' motivation and engagement with digital games as a language learning tool may include the game's design, content, difficulty level, relevance to their language learning goals, and their own personal preferences and learning styles. Other secondary design features may include conflict, challenge, competition, interaction, opposition, and complexity; many games feature highly detailed plots, numerous characters, challenging puzzles to solve, and plot twists. Initially, games made for educational purposes, or "edutainment," did not contain this intricacy. Many such games do not fit the bill because they are frequently just straightforward vocabulary exercises with a scoring system added.
By understanding these factors and design features, educators and game designers can create games that are more engaging and effective in promoting language learning among EFL college students. It is worth noting that very few articles have dealt with the design features of digital games and their relation to the English language except for Moyer-Packenham et al. [22] who dealt with the design features of digital games but in mathematics. Thus, the present study aims to bridge the gap in the existing literature and in teachers’ and students’ experiences in this domain.