用拼字游戏化提高学生学习动机和词汇习得:教师视角

Sholihatul Hamidah Daulay, Devika Adelita
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引用次数: 0

摘要

科技帮助了学习媒体的发展,通过各种媒体创作,作为媒体,学生可以通过安装相关应用程序,更多地参与学习使用具有Android功能的笔记本电脑或智能手机。在本研究中,游戏或游戏化应用程序在英语学习中的使用,特别是数字拼字游戏,进行了讨论。本研究试图从教师的角度探讨拼字游戏对学生学习动机和词汇习得的支持作用。本研究的对象为北苏门答腊的12名英语教师。在进行这项研究时,研究人员使用了案例研究方法。数据是通过开放式问卷和封闭式问卷收集的,前者要求被调查者进行冗长的回答,后者的备选答案由问卷创建者决定,即“是”或“否”。结果显示,根据教师的看法,使用拼字游戏可以激发学生的学习兴趣,因为他们在使用它的过程中感到挑战,并想要继续玩下去。由于学生通过拼字游戏学习和吸收新词的能力,他们的词汇习得也得到了提高。
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Using Scrabble as a Gamification to Enhance Students’ Motivation and Vocabulary Acquisition: Teachers’ Perspective
Technology has aided in the development of learning media with a variety of media creations as media for students to be more engaged in learning to use a laptop or smartphone with Android capability by installing the application in question. In this study, the use of games or gamification applications in learning English, specifically digital scrabble games, is discussed. This study attempts to investigate the use of scrabble to support students' motivation and vocabulary acquisition based on teachers' perspectives. The subjects for this research were 12 (twelve) English teachers of North Sumatera. In conducting this research, the researcher used the case study methodology. The data were collected through an open questionnaire requiring a lengthy response from the respondent and a closed questionnaire with an alternative answer decided by the questionnaire's creator, namely yes or no. The results showed that, in accordance with the teachers' perceptions, utilizing scrabble can motivate students to study because they become interested, feel challenged while using it, and want to keep playing. Due to the students' ability to learn and assimilate new words through scrabble, their vocabulary acquisition also enhanced.
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