This document outlines a research study exploring the effectiveness of using computer games for vocabulary learning among tertiary students in Malaysia. The study aims to examine students' vocabulary learning strategies, the impact of computer games on learning performance, and student perceptions of using games. It will employ a longitudinal survey design with pre- and post-tests to measure changes in a sample of students from the Art and Engineering programs at Uitm university. Data will be collected through questionnaires using a Likert scale and vocabulary tests.