Gamification and English vocabulary learning among students of superior basic education at a public institution of Loja, during the 2022-2023 school year. er Page Gamificación y aprendizaje de vocabulario en inglés en estudiantes de educación básica superior en una institución pública de Loja, durante el año escolar 2022-2023.

The general objective of the present research was to improve English vocabulary learning by using gamification among students of superior basic education at a public institution of Loja, during the 2022 - 2023 school year. The research adopted a mixed methodology, where quantitative and qualitative...

সম্পূর্ণ বিবরণ

সংরক্ষণ করুন:
গ্রন্থ-পঞ্জীর বিবরন
প্রধান লেখক: Japón Contento, David Jeremías (author)
বিন্যাস: bachelorThesis
প্রকাশিত: 2023
বিষয়গুলি:
অনলাইন ব্যবহার করুন:https://dspace.unl.edu.ec/jspui/handle/123456789/26768
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বিবরন
সংক্ষিপ্ত:The general objective of the present research was to improve English vocabulary learning by using gamification among students of superior basic education at a public institution of Loja, during the 2022 - 2023 school year. The research adopted a mixed methodology, where quantitative and qualitative information was collected and directed by the action research design. The instruments applied were the pretest to diagnose the issues that limited the improvement of English vocabulary learning, the post-test to validate the effectiveness of the gamification use and improvement of students in vocabulary, and the questionnaire and checklist to determine the level of gamification acceptance by students. The results obtained were processed by using the EXCEL program and analyzed by employing the mean as a measure of central tendency. The total score means, in the pre-test that students obtained was 4.92/10. Fortunately, in the post-test, students could overcome the majority of their English vocabulary issues attaining a mean of 7.93/10. According to questionnaire applied at the end of the intervention plan, students agreed that gamification activities encourage positive attitudes to learn more vocabulary, meaningful competition and active collaboration among the teams’ work. In summary, the present findings showed the effectiveness of gamification employment that had in the improvement of English vocabulary aspects: form, meaning and use, demonstrating successful progress in the ninth-year students, offering teacher and students an entertaining and motivation classroom environment. Keywords: interactive activities, increasing vocabulary, gamification tools, positive attitudes.