Gamified grammar learning in online English courses in Thai higher education

Budi Waluyo, Sirikhun Phanrangsee, Wararat Whanchit
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Abstract

Gamification in the 21st century academic English grammar instruction is popular, but the lack of comparative studies on its effectiveness in online courses limits its scalability. This study aimed to address this problem by examining students’ experiences and outcomes in gamified grammar learning versus non-gamified learning in a fully synchronous online English course. The 12-week course involved 80 A1-A2 English learners, split into experimental (gamified) and control (non-gamified) groups. Data were collected through surveys, learning outcomes, and written reflections using a two-group design and the sequential explanatory research method. Quantitative data were analyzed using descriptive statistics, independent t-tests, and bivariate correlations, while qualitative data underwent thematic analysis. The results indicate that gamified grammar instruction improved students’ experiences, motivation, enjoyment, and engagement while reducing anxiety. Gamification also led to better learning outcomes compared to traditional methods. However, there was a gap between perceived experiences and actual outcomes, emphasizing the need for caution in interpreting emotions as achievement indicators. Some obstacles, including technical issues, comprehension difficulties, and time constraints, were observed. The study recommends policies to facilitate the integration of gamification into the curriculum.
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泰国高等教育在线英语课程的游戏化语法学习
21世纪的游戏化< <世纪学术英语语法教学很受欢迎,但缺乏对其在网络课程中的有效性的比较研究,限制了其可扩展性。本研究旨在通过考察学生在完全同步在线英语课程中游戏化语法学习与非游戏化学习的经验和结果来解决这一问题。为期12周的课程涉及80名A1-A2英语学习者,分为实验组(游戏化)和对照组(非游戏化)。采用两组设计和顺序解释研究方法,通过调查、学习成果和书面反思收集数据。定量数据采用描述性统计、独立t检验和双变量相关性分析,定性数据采用专题分析。结果表明,游戏化语法教学改善了学生的体验、动机、享受和参与,同时减少了焦虑。与传统方法相比,游戏化也带来了更好的学习效果。然而,在感知体验和实际结果之间存在差距,强调在将情绪解释为成就指标时需要谨慎。观察到一些障碍,包括技术问题、理解困难和时间限制。该研究提出了促进游戏化融入课程的政策建议。
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CiteScore
3.40
自引率
5.00%
发文量
40
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