TY - JOUR
T1 - Gamification
T2 - How does it impact L2 vocabulary learning and engagement?
AU - Avila, Marco Octavio Cancino
AU - Fonseca, Gumor Ignacio Castillo
N1 - Publisher Copyright:
© 2021, Centre for Medical Education (CenMed) Yong Loo Lin School of Medicine National University of Singapore. All rights reserved.
PY - 2021/12
Y1 - 2021/12
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=85144222569&partnerID=8YFLogxK
U2 - 10.56040/ghcc1824
DO - 10.56040/ghcc1824
M3 - Article
AN - SCOPUS:85144222569
SN - 0219-9874
VL - 18
SP - 156
EP - 170
JO - Electronic Journal of Foreign Language Teaching
JF - Electronic Journal of Foreign Language Teaching
IS - 2
ER -