MAXIMIZING VOCABULARY RETENTION WITH GAMIFICATION TOOLS

Authors

  • Pham Thi Quynh Hanoi University of Science and Technology

DOI:

https://doi.org/10.51453/2354-1431/2022/837

Keywords:

gamification, gamified learning, vocabulary retention, students’ attitude

Abstract

Gamification in educational settings has properly been proven to boost student engagement, motivation, and retaining abilities, which has garnered a great deal of attention in recent years. Students at Hanoi University of Science and Technology (HUST) were the subject of this action research examining the impact of gamification on vocabulary retention. The gamified learning investigation was done using a mixed-method approach for eight weeks with 29 students at HUST. The data was collected via tests and semi-structured interviews. Statistical analysis revealed that students' vocabulary scores had increased dramatically thanks to gaming-related activities. In addition, qualitative research has shown that student opinions toward the use of gamification in the classroom are favorable. The study also discusses several pedagogical implications for further studies on fostering learners’ vocabulary retention.

Downloads

Download data is not yet available.

References

[1] Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee, E., & Noroozi, O. (2019). Using gamification to support learning English as a second language: A systematic review. Computer Assisted Language Learning, 3(6), 1-24. https://doi.org/ 10.1080/09588221.2019.1648298.

[2] Zou, D., Huang, Y., & Xie, H. (2019). Digital game-based vocabulary learning: Where are we and where are we going? Computer Assisted Language Learning, 2(4), 1- 27. https://doi.org/10.1080/09588221.2019.1640745.

[3] Sun, J. C.-Y., & Hsieh, P.-H. (2018). Application of a gamified interactive response system to enhance the intrinsic and extrinsic motivation, student engagement, and attention of English learners. Educational Technology & Society, 21(3), 104–116.

[4] Tan Ai Lin, D., Ganapathy, M., & Kaur, M. (2018). Kahoot! It: Gamification in higher education. Pertanika Journal of Social Sciences & Humanities, 26(1), 565-582.

[5] Cárdenas-Moncada, C., Véliz-Campos, M., & Véliz, L. (2020). Game-based student response systems: The impact of Kahoot in a Chilean vocational higher education EFL classroom. Computer-Assisted Language Learning Electronic Journal (CALL-EJ), 21(1), 64-78.

[6] Deterding, S., Sicart, M., Nacke, L., O’Hara, K., and Dizon, D. (2011). Gamification: Using game-design elements in non-gaming contexts. In Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA’11) (2425-2428). Vancouver, BC, Canada.

[7] Flatla, D. G. (2011). Calibration games: Making calibration tasks enjoyable by adding motivating game elements. In UIST ‘11: Proceedings of the 24th annual ACM symposium on User interface software and technology (pp. 403-412). Santa Barbara, California, USA.

[8] Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(2), 54-67.

[9] Shneiderman, B. (2004). Designing for fun: How to make user interfaces more fun. ACM Interactions, 11(3), 48-50.

[10] Schmitt, N. (2008). Instructed second language vocabulary learning. Language teaching research, 12(3), 329-363. https://doi.org/10.1177%2F1362168808089921.

[11] Lomicka, L. L. (1998). To gloss or not to gloss: An investigation of Reading Comprehension online. Language Learning and Technology, 1(2), 41-50.

[12] Gass, S. (1999). Discussion: incidental vocabulary learning. Studies in Second Language Acquisition, 21(2), 319-333.

[13] Zhang, B., & Li, C. (2011). Classification of L2 Vocabulary Learning Strategies: Evidence from Exploratory and Confirmatory Factor Analyses. RELC Journal, 42(2), 141-154.

[14] Paribakht, T. S., & Wesche, M. (1999). Reading and Incidental L2 Vocabulary Acquisition: An introspective study of lexical inferencing. Studies in Second Language Acquisition, 21(2), 195-224.

[15] Nation, I. S. P. (2013). Learning Vocabulary in Another Language (2nd edition). Cambridge: Cambridge University Press.

[16] McCarthy, M. (1990). Vocabulary. Oxford: Oxford University Press.

[17] Elis, R. (2006). Current Issues in the Teaching of Grammar: An SLA Perspective. TESOL Quarterly, 40(1), 83-107. doi: 10.2307/40264512.

[18] Mayer, R. E. (ed.). (2014). The Cambridge handbook of Multimedia Learning. New York: Cambridge University Press.

[19] Yoshii, M. (2006). L1 and L2 glosses: their effects on incidental vocabulary learning. Language Learning and Technology, 10(3), 85-101.

[20] Chen, I. (2016). Hypertext glosses for foreign language reading comprehension and vocabulary acquisition: effect of assessment methods. Computer Assisted Language Learning, 29(2), 413-426.

[21] Wu, J. (2015). A crowdsourcing approach to Chinese vocabulary learning. IALLT Journal of Language Learning Technologies, 44(2), 43-63.

[22] Stockwell, G., & Reinders, H. (2019). Technology, motivation and autonomy, and teacher psychology in language learning: Exploring the myths and possibilities. Annual Review of Applied Linguistics, 39(3), 40-51. https://doi.org/10.1017/ S0267190519000084.

[23] Ronimus, M., Kujala, J., Tolvanen, A. and Lyytinen, H. (2014). Children's Engagement during Digital Game-Based Learning of Reading: The Effects of Time, Rewards, and Challenge. Computers and Education. 71(2), 237-246.

[24] Hung, H. T., Jie, C. Y., Hwang, G. J., Chu, H. C. and Wang, C. C. (2018). A Scoping Review of Research on Digital Game-Based Language Learning. Computers & Education. 12(6), 89-104.

[25] Tsai, Y. L. and Tsai, C. C. (2018). Digital Game-Based Second-Language Vocabulary Learning and Conditions of Research Designs: A Meta-Analysis Study. Computers and Education, 125(2), 345-357.

[26] Chen, Z., Howard, H. C., and Wan, J. D. (2018). Using Narrative-Based Contextual Games to Enhance Language Learning: A Case Study. Journal of Educational Technology & Society. 21(3), 186-198.

[27] Ho, T. T. H. (2019). The effect of digital apps on Vietnamese EFL learners’ receptive vocabulary acquisition: A case study of Quizlet and paper flashcards. Master Thesis. Western Sydney University.

[28] Nguyen, T. T. H., Do, T. T. Y. & Vu, V. P. (2021). The effects of web-based technology Quizziz on EFL students’ vocabulary achievement. Journal of Inquiry into Languages and Cultures. 5(3), 245-254.

[29] Nguyen, V. T. & Nguyen, T. T. H. (2021). The impacts of mobile-assisted language learning (MALL) on freshman’s vocabulary acquisition and their perspectives. Proceedings of the 18th International Conference of Asia Association of Computer-assisted language learning (AsiaCALL – 2 – 2021). Atlantis Press. https://dx.doi.org/10.2991/assehr.k.211224.027.

Downloads

Published

2023-01-04

How to Cite

Pham, Q. (2023). MAXIMIZING VOCABULARY RETENTION WITH GAMIFICATION TOOLS. SCIENTIFIC JOURNAL OF TAN TRAO UNIVERSITY, 8(4). https://doi.org/10.51453/2354-1431/2022/837

Issue

Section

Humanities and Social Sciences