Enhancing Achievement in the TGAT1 (91) English Test Through Game-Based Learning
Abstract
This study aimed to investigate the effectiveness of game-based learning (GBL) on students’ achievement in the TGAT1 (91) English communication test. The study employed a quasi-experimental design utilizing a one-group pre test-post test approach. The sample consisted of 36 Grade 11 students from a class selected through purposive sampling, specifically those with the lowest English communication scores. The research instruments included: 1) five game-based lesson plans, and 2) a standardized TGAT1 (91) English communication test. Data were analyzed using mean, standard deviation, and paired sample t-tests. The findings showed that the students’ post-test scores were significantly higher than their pre-test scores at the .05 level of significance. This demonstrates a clear improvement in English communication proficiency following the implementation of game-based learning. The findings support the effectiveness of game-based learning in enhancing students’ English language achievement, particularly for the TGAT1 (91) test. Game-based instruction presents an engaging, student-centered alternative to traditional teaching methods, which is especially beneficial for secondary school learners in test-oriented educational contexts. Further research is recommended to explore the sustained effects of GBL, its adaptability across varying proficiency levels, and its impact on specific language competencies.
Copyright (c) 2025 Pornphimon Saetan, Surattana Adipat, Rattanawadee Chotikapanich

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.