The Effect of Gamified Flipped Classroom on the Improvement of Vocabulary Learning of Iranian Pre-Intermediate EFL Learners

Farhad Fahandezh, Asieyeh Mohammadi
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Abstract

The current study aimed to improve vocabulary learning by using gamification in the flipped classroom context. To this end, all of the study’s population comprised high school learners at two high schools in Roodan, a city in Hormozgan, Iran. The participants were divided into three classes, class A consisting of 40 students, class B comprising 40 students, and class C consisting of thirty learners. All learners were female. In order to ensure that the learners were homogeneous, the Preliminary English Test (PET) was applied. Class A was chosen as the experimental group (gamified flipped classroom), whereas classes B and C were chosen as the control groups. Data were collected through the vocabulary and placement tests. Results indicate that gamification in the flipped context could have a significant effect on vocabulary improvement. This study suggests certain implications for English teachers, policymakers, and material developers. As a new teaching model, it offers a new method of vocabulary teaching.
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游戏化翻转课堂对伊朗中级前英语学习者词汇学习的促进作用
本研究旨在通过在翻转课堂情境下运用游戏化来促进词汇学习。为此,所有研究对象都是伊朗霍尔木兹甘省鲁丹市两所高中的高中学生。参与者被分为三个班,A班40名学生,B班40名学生,C班30名学习者。所有的学习者都是女性。为了保证学习者的同质性,我们采用了英语初级测试(PET)。A班作为实验组(游戏化翻转课堂),B班和C班作为对照组。通过词汇和分班测试收集数据。结果表明,翻转语境中的游戏化对词汇量的提高有显著影响。本研究对英语教师、政策制定者和材料开发者具有一定的启示意义。作为一种新的教学模式,它为词汇教学提供了一种新的方法。
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发文量
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审稿时长
10 weeks
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