Cristie Ann Jaca, Bernardo M. Tumulak III, Verner B. Boaquin
{"title":"高中生玩4图1字手游的亲身体验","authors":"Cristie Ann Jaca, Bernardo M. Tumulak III, Verner B. Boaquin","doi":"10.18844/ijire.v10i2.9153","DOIUrl":null,"url":null,"abstract":"This qualitative study unraveled the lived experiences among Grade-10 students of Tuyan National High School in playing the mobile word game 4 Pics 1 Word. The study made use of the descriptive phenomenological research method that looked into their experiences playing the word game. The data were gathered through one-on-one interviews using researcher-made questionnaires and analyzed using the Braun and Clarke six-phase framework for doing thematic analysis employing semantic and latent approaches. Based on the findings of the study, the themes that emerged from the students' responses were: challenged, engaged, enhanced critical thinking skills, and increased vocabulary skills, which reflect that the 4 Pics 1 Word mobile application is conducive and lucrative for students in learning vocabulary. Moreover, the study found that the students’ experiences in playing 4 Pics 1 Word helped them develop an interest in learning new words and increased their self-confidence in expressing themselves and their ideas. Keywords: Gamification, mobile games, vocabulary learning, words.","PeriodicalId":13793,"journal":{"name":"International Journal of Advance Research and Innovative Ideas in Education","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Lived experiences among high school students in playing 4 pics 1-word mobile game\",\"authors\":\"Cristie Ann Jaca, Bernardo M. Tumulak III, Verner B. Boaquin\",\"doi\":\"10.18844/ijire.v10i2.9153\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This qualitative study unraveled the lived experiences among Grade-10 students of Tuyan National High School in playing the mobile word game 4 Pics 1 Word. The study made use of the descriptive phenomenological research method that looked into their experiences playing the word game. The data were gathered through one-on-one interviews using researcher-made questionnaires and analyzed using the Braun and Clarke six-phase framework for doing thematic analysis employing semantic and latent approaches. Based on the findings of the study, the themes that emerged from the students' responses were: challenged, engaged, enhanced critical thinking skills, and increased vocabulary skills, which reflect that the 4 Pics 1 Word mobile application is conducive and lucrative for students in learning vocabulary. Moreover, the study found that the students’ experiences in playing 4 Pics 1 Word helped them develop an interest in learning new words and increased their self-confidence in expressing themselves and their ideas. Keywords: Gamification, mobile games, vocabulary learning, words.\",\"PeriodicalId\":13793,\"journal\":{\"name\":\"International Journal of Advance Research and Innovative Ideas in Education\",\"volume\":\"41 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Advance Research and Innovative Ideas in Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.18844/ijire.v10i2.9153\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Advance Research and Innovative Ideas in Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18844/ijire.v10i2.9153","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Lived experiences among high school students in playing 4 pics 1-word mobile game
This qualitative study unraveled the lived experiences among Grade-10 students of Tuyan National High School in playing the mobile word game 4 Pics 1 Word. The study made use of the descriptive phenomenological research method that looked into their experiences playing the word game. The data were gathered through one-on-one interviews using researcher-made questionnaires and analyzed using the Braun and Clarke six-phase framework for doing thematic analysis employing semantic and latent approaches. Based on the findings of the study, the themes that emerged from the students' responses were: challenged, engaged, enhanced critical thinking skills, and increased vocabulary skills, which reflect that the 4 Pics 1 Word mobile application is conducive and lucrative for students in learning vocabulary. Moreover, the study found that the students’ experiences in playing 4 Pics 1 Word helped them develop an interest in learning new words and increased their self-confidence in expressing themselves and their ideas. Keywords: Gamification, mobile games, vocabulary learning, words.