Gamification: How does it impact L2 vocabulary learning and engagement?

Marco Octavio Cancino Avila, Gumor Ignacio Castillo Fonseca

Research output: Contribution to journalArticlepeer-review

1 Citation (Scopus)

Abstract

The implementation of gaming aspects such as competition, evolution, and learning based on a reward system in non-gaming environments is known as gamification (Deterding, 2012). A gamified approach to learning has been found to increase engagement and learning in educational contexts (Dicheva et al., 2015; Turkay & Kinzer, 2015). However, the impact of these approaches on L2 vocabulary learning has not been fully documented. To this end, the present mixed-methods study sought to assess the impact of a gamified approach to teaching vocabulary on the learning and retention of 51 ninth grade EFL learners and explore their perceptions towards the game. Results showed that participants who were exposed to the card game made immediate and delayed vocabulary gains that were as high as the gains made by learners who were taught vocabulary in a traditional classroom. This suggests that a gamified methodology in an EFL classroom can yield lexical development that is at least as effective as learning words by means of textbook activities. Additionally, the perceived advantages of a gamified approach were found to increase engagement and maintain levels of learning.

Original languageEnglish
Pages (from-to)156-170
Number of pages15
JournalElectronic Journal of Foreign Language Teaching
Volume18
Issue number2
DOIs
Publication statusPublished - Dec 2021

ASJC Scopus subject areas

  • Language and Linguistics
  • Education
  • Linguistics and Language

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