Enhancing Vocabulary Acquisition through Gamification

Qeios Pub Date : 2024-07-15 DOI:10.32388/pclda3.2
Preeti Jaiswal
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Abstract

This study investigates the effects of gamification on vocabulary acquisition and student motivation among 54 students enrolled in the Orientation Program at a higher education institution in Bahrain. The study compared traditional vocabulary instruction with a gamified approach using the Kahoot platform. Results revealed that the gamified group achieved significantly higher vocabulary gains, with a mean post-test score of 86 compared to 78 for the control group. Furthermore, 85% of participants in the gamified group found this method more effective for retention, and 92% preferred it over traditional worksheets. The findings indicate that gamification can considerably enhance vocabulary learning by making the process more engaging and effective. Nevertheless, to fully leverage its benefits, it is essential to overcome challenges such as technical issues and varying levels of student familiarity with the platform.
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通过游戏化促进词汇学习
本研究调查了游戏化对巴林一所高等教育机构 54 名新生词汇学习和学习动机的影响。研究比较了传统的词汇教学和使用 Kahoot 平台的游戏化方法。结果表明,游戏化教学组的词汇量大幅提高,后测平均成绩为 86 分,而对照组为 78 分。此外,游戏化小组中 85% 的参与者认为这种方法对词汇的记忆更有效,92% 的参与者认为这种方法比传统的作业本更受欢迎。研究结果表明,游戏化可以大大提高词汇学习的吸引力和有效性。然而,要充分发挥游戏化的优势,必须克服技术问题和学生对平台的熟悉程度不同等挑战。
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