The impact of gamified learning using Quizizz on ESL learners’ grammar achievement

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Contemporary Educational Technology Pub Date : 2023-04-01 DOI:10.30935/cedtech/12923
Anh Tuan Pham
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引用次数: 3

Abstract

This study aims to examine the impact of gamified learning using Quizizz on English as a second language (ESL) learners’ grammar achievement. The pre-/post-test control group design was applied to research 63 English-majored freshmen. 20 multiple-choice quizzes were designed based on grammar points included in the basic grammar course over a 10-week intervention period. There were 33 students from the experimental group doing the quizzes on Quizizz, while 30 participants from the control group did the same quizzes on paper. The findings indicate that although students from the two groups both improved their marks on the post-test compared to the pre-test, students from the treatment group got significantly higher scores than those from the control group on the achievement test. However, educators are supported to consider using this gamified learning platform as a supportive tool besides choosing the appropriate instructional content to optimize the quality of their teaching.
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Quizizz游戏化学习对ESL学习者语法成绩的影响
本研究旨在考察使用Quizizz的游戏化学习对英语作为第二语言(ESL)学习者语法成就的影响。采用测试前/测试后对照组设计对63名英语专业大一新生进行研究。在为期10周的干预期内,根据基础语法课程中的语法点设计了20个选择题。实验组有33名学生在Quizizz上做测试,对照组有30名参与者在纸上做同样的测试。研究结果表明,尽管两组学生在测试后的成绩都比测试前有所提高,但在成绩测试中,治疗组学生的得分明显高于对照组学生。然而,除了选择合适的教学内容以优化教学质量外,教育工作者还可以考虑使用这种游戏化学习平台作为辅助工具。
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来源期刊
Contemporary Educational Technology
Contemporary Educational Technology Social Sciences-Education
CiteScore
6.20
自引率
0.00%
发文量
55
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