Gamification and English vocabulary learning among superior basic education students at a public institution in Loja, school year 2023-2024

Learning English vocabulary has become a crucial aspect for students. Therefore, it is paramount to apply strategies that help students learn vocabulary in an effective and engaging way. For this reason, the main objective of this research is to determine the improvement in English vocabulary learni...

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Bibliographic Details
Main Author: Tene Tene, Estheisy Gabriela (author)
Format: bachelorThesis
Published: 2024
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Online Access:https://dspace.unl.edu.ec/jspui/handle/123456789/30035
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Summary:Learning English vocabulary has become a crucial aspect for students. Therefore, it is paramount to apply strategies that help students learn vocabulary in an effective and engaging way. For this reason, the main objective of this research is to determine the improvement in English vocabulary learning by using gamification among superior basic education students at a public institution in Loja, during the school year 2023–2024. The methodology employed for the study was a mixed approach. Instruments from a pre-test and a post-test were used to collect scores and measure vocabulary level. In addition, a questionnaire was used to collect quantitative and qualitative data on students' perceptions of the use of gamification to improve vocabulary learning and, finally, field notes. The results indicated that students improved significantly in terms of vocabulary indicators such as spelling, meaning, association, collocation, and grammatical function after the application of gamification. On the other hand, the findings showed that students had a positive perception when learning vocabulary through games such as bingo, board games, and online applications such as Baamboozle and Wordwall, which in themselves proved to be effective in keeping students motivated and engaged. In conclusion, the implementation of gamification indicates that students positively perceived the use of gamification for English vocabulary learning. In short, this innovative approach had a notable impact and not only improved academic performance but also increased students' motivation and commitment to language learning. Keywords: Gamification, vocabulary learning, strategies, perceptions.