University students' perceptions about gamification in vocabulary learning

This study investigated university students' perceptions of gamification tools in vocabulary learning within English language education. Focusing on digital tools like Wordwall, Quizizz, Kahoot, and Educaplay, it highlighted how gamification enhanced engagement, motivation, and vocabulary reten...

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Opis bibliograficzny
1. autor: Mora Meza, Morely Marian (author)
Kolejni autorzy: Tomalá Morales, Karina Paola (author)
Format: bachelorThesis
Język:eng
Wydane: 2025
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Dostęp online:https://repositorio.upse.edu.ec/handle/46000/12938
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Streszczenie:This study investigated university students' perceptions of gamification tools in vocabulary learning within English language education. Focusing on digital tools like Wordwall, Quizizz, Kahoot, and Educaplay, it highlighted how gamification enhanced engagement, motivation, and vocabulary retention. Through qualitative research, including interviews with students from the Pedagogy in Foreign and National Languages primary at Universidad Estatal Peninsula de Santa Elena, the study revealed positive views on gamification's role in making learning interactive and enjoyable. Even with problems like distractions, internet issues, and noise during group work, the benefits outweighed the drawbacks. To make it work well, classroom rules were set to reduce noise, specific roles were assigned during group work to aid communication, and a reliable internet connection was ensured for online activities. The research concluded that gamification was a valuable strategy for vocabulary acquisition in English language learning.