EAP中的数字游戏化:通过Quizlet促进大学生学术词汇学习

Shuyan He, Jing Wen, Fan Yang
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摘要

本研究探讨了数字游戏对中国一所大学一年级工科学生学术词汇学习的影响。将参与者随机分为对照组(N=21)和试验组(N=20)。两组学生都使用Quizlet Flashcard和Gravity游戏来学习和复习词汇,但后者每两周使用Quizlet Live平台进行八次比赛。采用前测/后测、定量设计和定性设计相结合的方法。分析了参与者的前后测试、问卷调查、反思报告和写作练习的数据。研究结果表明:(1)数字教育游戏有效提高了两组学生的词汇学习效果(包括接受性知识和生产性知识);(2)实验组学生在生产性词汇习得和写作中正确使用词汇意识方面的进步更为明显;(3)绝大多数参与者喜欢Quizlet,他们会自己使用它,并向他人推荐它。这一研究结果可以为其他基于数字游戏的词汇学习和研究提供启示。
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Digital Gamification in EAP: Enhancing University Students’ Academic Vocabulary Learning via Quizlet
The current study explored the impact of digital games on a group of year one engineering students’ academic vocabulary learning in a Chinese university. Participants were randomly assigned into control group (N=21) and experiment group (N=20). Both groups used the Quizlet Flashcard and Gravity games to study and review vocabulary but the latter had eight competitions using Quizlet Live platform every two weeks. A mixed method of pre/posttest, quantitative and qualitative design was adopted. Data from the participants’ pre/posttests, questionnaire, reflection reports and writing practice were analyzed. The findings show that: (1) digital educational games effectively improved students’ vocabulary learning effect (both receptive and productive knowledge) in both groups; (2) students in the experiment group showed a more obvious progress in terms of productive vocabulary acquisition and an increased awareness toward the accurate use of vocabulary in writing; (3) the vast majority of participants favored Quizlet and would use it themselves and recommend it to others. Findings of this research could shed light on other digital-game based vocabulary learning and research.
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